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