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74 lines
1.9 KiB
Plaintext
74 lines
1.9 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* This function creates fragments randomly spreading out from an explosion to
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* a maximum of 15
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*
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* Arguments:
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* 0: Position of fragmenting projectile ASL <ARRAY>
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* 1: Velocity of the fragmenting projectile <ARRAY>
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* 2: Height (AGL) of the fragmenting projectile <SCALAR>
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* 3: Type of fragments to generate
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* 4: Remaining fragment budget <SCALAR>
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* 5: Shot parent <ARRAY>
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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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* [getPosASL _proj, velocity _proj, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragRandom;
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*
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* Public: No
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*/
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params [
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"_posASL",
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["_projVel", [0,0,0]],
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["_heightAGL", 2, [123]],
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["_fragType", [], [[]]],
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["_fragCnt", 10, [123]],
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["_shotPrnt", [objNull, objNull], [[]], [2]]
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];
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TRACE_5("fnc_doFragRandom", _posASL, _projVel, _heightAGL, _fragType, _fragCnt);
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// See cfgAmmoFragSpawner for different frag types
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private _hMode = switch (true) do {
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case (_heightAGL > 10): {"_top"};
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case (_heightAGL > 5): {"_hi"};
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default {"_mid"};
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};
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private _type = if (count _fragType > 0 &&
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{"ace_frag_tiny" isEqualTo (_fragType#0)}) then {
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QGVAR(def_tiny_)
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} else {
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QGVAR(def_small_)
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};
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_fragCnt = switch (true) do {
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case (_fragCnt <= 5): {"5"};
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case (_fragCnt <= 10): {"10"};
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default {"15"};
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};
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// Spawn the fragment spawner
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private _fragSpawner = createVehicle [_type + _fragCnt + _hMode, ASLToATL _posASL, [], 0, "CAN_COLLIDE"];
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_fragSpawner setVectorDirandUp [[0,0,1], [1,0,0]];
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_fragSpawner setVelocity _projVel;
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_fragSpawner setShotParents _shotParents;
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#ifdef DEBUG_MODE_FULL
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systemChat ("fragging, id: " + getObjectID _proj);
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#endif
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#ifdef DEBUG_MODE_DRAW
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_fragSpawner addEventHandler [
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"SubmunitionCreated",
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{
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params ["","_subProj"];
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[_subProj, "green", true] call FUNC(dev_trackObj);
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}
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];
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if (GVAR(dbgSphere)) then {
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[_posASL] call FUNC(dev_sphereDraw);
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};
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#endif |