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* 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>
82 lines
2.6 KiB
Plaintext
82 lines
2.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Commy2
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* Make the unit clear the jam from a weapon
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Weapon <STRING>
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* 2: Skip anim? <BOOL>
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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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* [player, currentWeapon player, false] call ace_overheating_fnc_clearJam
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*
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* Public: No
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*/
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params ["_unit", "_weapon", ["_skipAnim", false]];
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TRACE_3("params",_unit,_weapon,_skipAnim);
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private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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if (_weapon in _jammedWeapons) then {
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private _delay = 0;
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if !(_skipAnim) then {
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_delay = 2.5;
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private _clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
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if (_clearJamAction == "") then {
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_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
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};
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[_unit, _clearJamAction, 1] call EFUNC(common,doGesture);
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(fixing_rifle);
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} else {
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if (_weapon == handgunWeapon _unit) then {
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playSound QGVAR(fixing_pistol);
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};
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};
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};
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// Check if the jam clearing will be successfull
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if (random 1 > GVAR(unJamFailChance)) then {
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// Success
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[{
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params ["_unit", "_weapon", "_jammedWeapons"];
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_jammedWeapons = _jammedWeapons - [_weapon];
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
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// If the round is a dud eject the round
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if (_unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"] isEqualTo "Dud") then {
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private _ammo = _unit ammo _weapon;
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_unit setAmmo [_weapon, _ammo - 1];
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};
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_unit setVariable [format [QGVAR(%1_jamType), _weapon], "None"];
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if (_jammedWeapons isEqualTo []) then {
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private _id = _unit getVariable [QGVAR(JammingActionID), -1];
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[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), -1];
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};
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if (GVAR(DisplayTextOnJam)) then {
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[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
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};
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}, [_unit, _weapon, _jammedWeapons], _delay] call CBA_fnc_waitAndExecute;
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} else {
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// Failure
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if (GVAR(DisplayTextOnJam)) then {
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[{
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[localize LSTRING(WeaponUnjamFailed)] call EFUNC(common,displayTextStructured);
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}, [], _delay] call CBA_fnc_waitAndExecute;
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};
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};
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};
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