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https://github.com/acemod/ACE3.git
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c4156a6888
* Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
128 lines
4.3 KiB
C++
128 lines
4.3 KiB
C++
class CfgAmmo {
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class GrenadeHand;
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class rhsgref_ammo_rkg3em: GrenadeHand { // Scripted shaped charge
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ace_frag_force = 0;
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};
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class BulletBase;
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class rhs_ammo_762x25_Ball: BulletBase {
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ACE_caliber = 7.874;
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ACE_bulletLength = 13.856;
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ACE_bulletMass = 5.5728;
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ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
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ACE_ballisticCoefficients[] = {0.17};
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ACE_velocityBoundaries[] = {};
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ACE_standardAtmosphere = "ASM";
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ACE_dragModel = 1;
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ACE_muzzleVelocities[] = {360, 380, 400};
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ACE_barrelLengths[] = {101.6, 152.4, 228.6};
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};
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class rhs_ammo_792x57_Ball: BulletBase {
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ACE_caliber = 8.077;
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ACE_bulletLength = 28.651;
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ACE_bulletMass = 12.7008;
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ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
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ACE_ballisticCoefficients[] = {0.315};
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ACE_velocityBoundaries[] = {};
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ACE_standardAtmosphere = "ASM";
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ACE_dragModel = 1;
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ACE_muzzleVelocities[] = {785, 800, 815};
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ACE_barrelLengths[] = {508.0, 599.948, 660.4};
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};
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// ACE Explosives
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class APERSMine_Range_Ammo;
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class rhs_mine_a200_bz_ammo: APERSMine_Range_Ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.035};
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};
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class rhs_mine_a200_dz35_ammo: rhs_mine_a200_bz_ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.02};
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};
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class rhs_mine_glasmine43_hz_ammo: APERSMine_Range_Ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.015};
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};
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class rhs_mine_glasmine43_bz_ammo: rhs_mine_glasmine43_hz_ammo {
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ace_minedetector_detectable = 0;
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};
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class rhs_mine_bounding_trigger_base;
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class rhs_mine_m2a3b_press_ammo: rhs_mine_bounding_trigger_base {
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ace_explosives_defuseObjectPosition[] = {0, 0.046, 0.02};
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};
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class rhs_mine_m2a3b_trip_ammo: rhs_mine_m2a3b_press_ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0.046, 0.055};
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};
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class rhs_mine_M3_pressure_ammo: APERSMine_Range_Ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.015};
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};
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class rhs_mine_M3_tripwire_ammo: rhs_mine_M3_pressure_ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.055};
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};
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class ATMine_Range_Ammo;
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class rhs_mine_TM43_ammo: ATMine_Range_Ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.072};
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};
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class rhs_mine_M7A2_ammo: APERSMine_Range_Ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.067};
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};
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class rhs_mine_Mk2_pressure_ammo: APERSMine_Range_Ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.02};
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};
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class rhs_mine_Mk2_tripwire_ammo: rhs_mine_Mk2_pressure_ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.055};
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};
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class APERSBoundingMine_Range_Ammo;
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class rhs_mine_smine35_press_ammo: APERSBoundingMine_Range_Ammo {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.03};
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};
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class rhs_mine_smine35_trip_ammo: rhs_mine_bounding_trigger_base {
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ace_explosives_defuseObjectPosition[] = {0, 0, 0.04};
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};
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class rhs_mine_smine44_trip_ammo: rhs_mine_smine35_trip_ammo {
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ace_explosives_defuseObjectPosition[] = {-0.03, 0, 0.015};
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};
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class rhs_mine_smine44_press_ammo: APERSBoundingMine_Range_Ammo {
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ace_explosives_defuseObjectPosition[] = {-0.02, 0, 0.02};
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};
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class APERSTripMine_Wire_Ammo;
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class rhs_mine_stockmine43_2m_ammo: APERSTripMine_Wire_Ammo {
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ace_explosives_defuseObjectPosition[] = {-1, 0, 0.25};
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};
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class rhs_mine_stockmine43_4m_ammo: rhs_mine_stockmine43_2m_ammo {
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ace_explosives_defuseObjectPosition[] = {-2, 0, 0.25};
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};
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class DemoCharge_Remote_Ammo;
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class rhs_charge_M2tet_x2_ammo: DemoCharge_Remote_Ammo {
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ace_explosives_defuseObjectPosition[] = {0.095, 0, 0.055};
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};
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class rhs_ammo_3bk12_penetrator;
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class rhsgref_ammo_rkg3em_penetrator: rhs_ammo_3bk12_penetrator {
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EGVAR(vehicle_damage,incendiary) = 1.0;
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};
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class rhs_ammo_rpg75_penetrator: rhs_ammo_3bk12_penetrator {
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EGVAR(vehicle_damage,incendiary) = 1.0;
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};
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class rhs_ammo_panzerfaust60_penetrator: rhs_ammo_3bk12_penetrator {
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EGVAR(vehicle_damage,incendiary) = 1.0;
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};
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};
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