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* General - Replace toLower with toLowerANSI where applicable * whoops Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/repair/functions/fnc_setHitPointDamage.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/repair/dev/draw_showRepairInfo.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/tagging/XEH_preStart.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleCookoff.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/tagging/XEH_preStart.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * comparment -> compartment * Update fnc_showHud.sqf * Update fnc_registerObjects.sqf * Update addons/common/functions/fnc_cbaSettings_settingChanged.sqf --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
133 lines
4.6 KiB
Plaintext
133 lines
4.6 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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params ["_vehicle", "_magazines", "_totalAmmo"];
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if (GVAR(enable) == 0) exitWith {};
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if !(GVAR(enableAmmoCookoff)) exitWith {};
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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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ERROR_1("mag with no ammo - %1",_magazine);
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};
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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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_simType = toLowerANSI _simType;
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switch (_simType) do {
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case ("shotbullet"): {
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[QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
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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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case ("shotshell"): {
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[QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
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if (random 1 < 0.15) then {
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[_vehicle, _ammo, _speed, true] call _spawnProjectile;
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};
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};
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case ("shotgrenade"): {
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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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case ("shotrocket");
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case ("shotmissile");
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case ("shotsubmunitions"): {
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if (random 1 < 0.1) then {
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[QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
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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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case ("shotmine");
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case ("shotdirectionalbomb"): {
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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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case ("shotilluminating"): {
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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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};
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[FUNC(detonateAmmunition), [_vehicle, _magazines, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
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