mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
172 lines
4.7 KiB
Plaintext
172 lines
4.7 KiB
Plaintext
/*
|
|
* Author: Commy2 and CAA-Picard
|
|
*
|
|
* Heat up the weapon
|
|
*
|
|
* Argument:
|
|
* 0: unit
|
|
* 1: weapon
|
|
* 2: ammo
|
|
* 3: projectile
|
|
* 4: velocity
|
|
*
|
|
* Return value:
|
|
* None
|
|
*/
|
|
#include "\z\ace\addons\overheating\script_component.hpp"
|
|
|
|
private ["_unit", "_weapon", "_ammo", "_projectile"];
|
|
_unit = _this select 0;
|
|
_weapon = _this select 1;
|
|
_ammo = _this select 4;
|
|
_projectile = _this select 6;
|
|
|
|
_velocity = velocity _projectile;
|
|
|
|
private ["_variableName", "_overheat", "_temperature", "_time", "_energyIncrement", "_barrelMass", "_scaledTemperature"];
|
|
|
|
// each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately.
|
|
_variableName = format [QGVAR(%1), _weapon];
|
|
|
|
// get old values
|
|
_overheat = _unit getVariable [_variableName, [0, 0]];
|
|
_temperature = _overheat select 0;
|
|
_time = _overheat select 1;
|
|
|
|
// Get physical parameters
|
|
_bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");
|
|
if (_bulletMass == 0) then {
|
|
// If the bullet mass is not configured, estimate it
|
|
_bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber"));
|
|
};
|
|
_energyIncrement = 0.75 * 0.0005 * _bulletMass * (vectorMagnitudeSqr _velocity);
|
|
_barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
|
|
|
|
// Calculate cooling
|
|
_temperature = [_temperature, _barrelMass, time - _time] call FUNC(cooldown);
|
|
// Calculate heating
|
|
_temperature = _temperature + _energyIncrement / (_barrelMass * 466); // Steel Heat Capacity = 466 J/(Kg.K)
|
|
|
|
// set updated values
|
|
_time = time;
|
|
_unit setVariable [_variableName, [_temperature, _time], false];
|
|
_scaledTemperature = (_temperature / 1000) min 1 max 0;
|
|
|
|
// Smoke SFX, beginning at TEMP 0.15
|
|
private "_intensity";
|
|
|
|
_intensity = (_scaledTemperature - 0.2) * 1.25;
|
|
if (_intensity > 0) then {
|
|
private ["_position", "_direction"];
|
|
|
|
_position = position _projectile;
|
|
_direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
|
|
|
|
drop [
|
|
"\A3\data_f\ParticleEffects\Universal\Refract",
|
|
"",
|
|
"Billboard",
|
|
1.1,
|
|
2,
|
|
_position,
|
|
_direction,
|
|
1,
|
|
1.2,
|
|
1.0,
|
|
0.1,
|
|
[0.1,0.15],
|
|
[[0.06,0.06,0.06,0.32*_scaledTemperature], [0.3,0.3,0.3,0.28*_scaledTemperature], [0.3,0.3,0.3,0.25*_scaledTemperature], [0.3,0.3,0.3,0.22*_scaledTemperature], [0.3,0.3,0.3,0.1*_scaledTemperature]],
|
|
[1,0],
|
|
0.1,
|
|
0.05,
|
|
"",
|
|
"",
|
|
""
|
|
];
|
|
|
|
_intensity = (_scaledTemperature - 0.5) * 2;
|
|
if (_intensity > 0) then {
|
|
drop [
|
|
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16],
|
|
"",
|
|
"Billboard",
|
|
1,
|
|
1.2,
|
|
_position,
|
|
[0,0,0.25],
|
|
0,
|
|
1.275,
|
|
1,
|
|
0.025,
|
|
[0.28,0.33,0.37],
|
|
[[0.6,0.6,0.6,0.3*_intensity]],
|
|
[0.2],
|
|
1,
|
|
0.04,
|
|
"",
|
|
"",
|
|
""
|
|
];
|
|
};
|
|
};
|
|
|
|
|
|
// dispersion and bullet slow down
|
|
private ["_dispersion", "_slowdownFactor", "_count"];
|
|
|
|
_dispersion = getArray (configFile >> "CfgWeapons" >> _weapon >> "ACE_Overheating_Dispersion");
|
|
|
|
_count = count _dispersion;
|
|
if (_count > 0) then {
|
|
_dispersion = ([_dispersion, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0;
|
|
} else {
|
|
_dispersion = 0;
|
|
};
|
|
|
|
_slowdownFactor = getArray (configFile >> "CfgWeapons" >> _weapon >> "ACE_Overheating_slowdownFactor");
|
|
|
|
_count = count _slowdownFactor;
|
|
if (_count > 0) then {
|
|
_slowdownFactor = ([_slowdownFactor, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0;
|
|
} else {
|
|
_slowdownFactor = 1;
|
|
};
|
|
|
|
[_projectile, _dispersion - 2 * random _dispersion, _dispersion - 2 * random _dispersion, (_slowdownFactor - 1) * vectorMagnitude _velocity] call EFUNC(common,changeProjectileDirection);
|
|
|
|
|
|
// jamming
|
|
private "_jamChance";
|
|
|
|
_jamChance = getArray (configFile >> "CfgWeapons" >> _weapon >> "ACE_Overheating_jamChance");
|
|
|
|
_count = count _jamChance;
|
|
if (_count == 0) then {
|
|
_jamChance = [0];
|
|
_count = 1;
|
|
};
|
|
|
|
_jamChance = [_jamChance, (_count - 1) * _scaledTemperature] call EFUNC(common,interpolateFromArray);
|
|
|
|
// increase jam chance on dusty grounds if prone
|
|
if (stance _unit == "PRONE") then {
|
|
private "_surface";
|
|
_surface = toArray (surfaceType getPosASL _unit);
|
|
_surface deleteAt 0;
|
|
|
|
_surface = configFile >> "CfgSurfaces" >> toString _surface;
|
|
if (isClass _surface) then {
|
|
_jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance;
|
|
};
|
|
};
|
|
|
|
if ("Jam" in (missionNamespace getvariable ["ACE_Debug", []])) then {
|
|
_jamChance = 0.5;
|
|
};
|
|
|
|
["Overheating", [_temperature, _jamChance], {format ["Temperature: %1 - JamChance: %2", _this select 0, _this select 1]}] call EFUNC(common,log);
|
|
|
|
if (random 1 < _jamChance) then {
|
|
[_unit, _weapon] call FUNC(jamWeapon);
|
|
};
|