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* Fire - Only human screams * Use fnc_burnReaction for screams Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
341 lines
14 KiB
Plaintext
341 lines
14 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Brandon (TCVM)
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* Makes object catch fire. Only call from events. Local effects only.
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* Arbitrary values to ignite people. Assumed maximum is "10".
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Intensity of fire <NUMBER>
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* 2: Instigator of fire <OBJECT> (default: objNull)
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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, 4] call ace_fire_fnc_burn
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*
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* Public: No
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*/
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#define INTENSITY_LOSS 0.03
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#define INTENSITY_UPDATE 3
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#define BURN_PROPOGATE_UPDATE 1
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#define BURN_PROPOGATE_DISTANCE 2
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#define BURN_PROPOGATE_COUNTER_MAX 5
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#define MAX_INTENSITY 10
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#define MIN_INTENSITY 1
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params ["_unit", "_intensity", ["_instigator", objNull]];
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if (!GVAR(enabled)) exitWith {};
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private _isBurning = [_unit] call FUNC(isBurning);
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if (_isBurning) exitWith {};
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[{
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// looped function
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(_this getVariable "params") params ["_unit", "", "_instigator"];
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private _unitPos = getPosASL _unit;
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_intensity = _unit getVariable [QGVAR(intensity), 0];
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if (surfaceIsWater _unitPos && {(_unitPos#2) < 1}) then {
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_intensity = 0;
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};
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_fireParticle setDropInterval (0.01 max linearConversion [MAX_INTENSITY, MIN_INTENSITY, _intensity, 0.03, 0.1, false]);
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_fireParticle setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 32], // sprite sheet values
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"", // animation name
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"Billboard", // particle type
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1, // timer period
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0.7, // lifetime
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"destructionEffect2", // position
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[0, 0, 1], // move velocity
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0, // rotation velocity
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10, // weight
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7.9, // volume
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1, // rubbing
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[0.3, 0.3], // size
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[
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[1, 1, 1, -0],
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[1, 1, 1, -1],
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[1, 1, 1, -1],
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[1, 1, 1, -1],
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[1, 1, 1, -0]
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], // colour
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[0.5, 1], // animation speed
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1, // random dir period
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0, // random dir intensity
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"", // on timer script
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"", // before destroy script
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_unit, // particle source
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0,
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false,
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0,
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[[0.8, 0.6, 0.2, 1]] // emissive color
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];
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_fireParticle setParticleRandom [
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0.04 * _intensity, // life time
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[0.05, 0.05, 2], // position
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[0.05 * _intensity, 0.05 * _intensity, 0.05 * _intensity], // move velocity
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0, // rotation velocity
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0.06 * _intensity, // size
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[0, 0, 0, 0], // color
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0, // random direction period
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0 // random direction intensity
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];
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_smokeParticle setParticleCircle [0, [0, 0, 0]];
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_smokeParticle setParticleRandom [
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0, // life time
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[0.25, 0.25, 0], // position
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[0.2, 0.2, 0], // move velocity
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0, // rotation velocity
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0.25, // size
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[0, 0, 0, 0.1], // color
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0, // random direction period
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0 // random direction intensity
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];
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_smokeParticle setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48], // sprite sheet values
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"", // animation name
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"Billboard", // particle type
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1, // timer period
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8, // lifetime
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[0, 0, 1.1], // position
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[0, 0, 1], // move velocity
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0, // rotation velocity
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10, // weight
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7.9, // volume
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0.066, // rubbing
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[1, 3, 6], // size
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[
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[0.5, 0.5, 0.5, 0.15],
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[0.75, 0.75, 0.75, 0.075],
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[1, 1, 1, 0]
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], // colour
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[0.125], // animation speed
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1, // random dir period
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0, // random dir intensity
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"", // on timer script
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"", // before destroy script
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_unit // particle source
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];
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_smokeParticle setDropInterval 0.15;
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_fireLight setLightBrightness ((_intensity * 3) / 10);
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_lightFlare setLightBrightness (_intensity / 30);
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private _distanceToUnit = (_unit distance ace_player);
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_fireLight setLightAttenuation [1, 10 max (5 min (10 - _intensity)), 0, 15];
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_lightFlare setLightFlareSize (_intensity * (3 / 4)) * FLARE_SIZE_MODIFIER;
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if (!GVAR(enableFlare)) then {
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_lightFlare setLightFlareSize 0;
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};
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// always keep flare visible to perceiving unit as long as it isnt the player
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if !(_unit isEqualTo ace_player) then {
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private _relativeAttachPoint = [0, 0, 0.3];
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if (_distanceToUnit > 1.5) then {
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_relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ace_player))) vectorMultiply linearConversion [5, 30, _distanceToUnit, 0.5, 1.5];
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_relativeAttachPoint set [2, 0.3 + ((_unit selectionPosition "pelvis") select 2)];
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};
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_lightFlare attachTo [_unit, _relativeAttachPoint];
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};
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if (!isGamePaused) then {
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// If the unit goes to spectator alive _unit == true and they will be on fire and still take damage
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// Only workaround I could think of, kinda clunky
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if (_isThisUnitAlive) then {
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_isThisUnitAlive = (alive _unit) && { getNumber ((configOf _unit) >> "isPlayableLogic") != 1 };
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};
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// propagate fire
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if ((CBA_missionTime - _lastPropogateUpdate) >= BURN_PROPOGATE_UPDATE) then {
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_lastPropogateUpdate = CBA_missionTime;
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if !([ace_player] call FUNC(isBurning)) then {
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if ((vehicle _unit) isEqualTo (vehicle ace_player)) then {
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if (0.5 > random 1) then {
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[QGVAR(burn), [ace_player, _intensity * (7 / 8), _instigator]] call CBA_fnc_globalEvent;
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};
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} else {
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if ((ace_player isKindOf "Man") && { !(_unit isEqualTo ace_player) }) then {
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private _burnCounter = ace_player getVariable [QGVAR(burnCounter), 0];
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if (_distanceToUnit < BURN_PROPOGATE_DISTANCE) then {
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if (_burnCounter < BURN_PROPOGATE_COUNTER_MAX) then {
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_burnCounter = _burnCounter + 1;
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} else {
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[QGVAR(burn), [ace_player, _intensity * (3 / 4), _instigator]] call CBA_fnc_globalEvent;
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};
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} else {
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_burnCounter = 0;
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};
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ace_player setVariable [QGVAR(burnCounter), _burnCounter];
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};
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};
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};
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};
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// update intensity/fire reactions
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if ((CBA_missionTime - _lastIntensityUpdate) >= INTENSITY_UPDATE) then {
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_lastIntensityUpdate = CBA_missionTime;
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_intensity = _intensity - INTENSITY_LOSS - (rain / 10);
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if (local _unit) then {
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if (_isThisUnitAlive) then {
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if !(IS_UNCONSCIOUS(_unit)) then {
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if !(isPlayer _unit) then {
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private _sdr = _unit getVariable [QGVAR(stopDropRoll), false];
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if ((_unit isEqualTo vehicle _unit) && (_sdr || ({ 0.05 > random 1 }))) then {
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_unit setVariable [QGVAR(stopDropRoll), true];
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if !(_sdr) then {
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TRACE_1("stop, drop, roll!", _unit);
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_unit setUnitPos "DOWN";
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doStop _unit;
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};
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// queue up a bunch of animations
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for "_i" from 0 to 2 do {
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[_unit, selectRandom ["amovppnemstpsnonwnondnon_amovppnemevasnonwnondl", "amovppnemstpsnonwnondnon_amovppnemevasnonwnondr"], 0] call EFUNC(common,doAnimation);
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};
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_intensity = _intensity - (1 / _intensity);
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} else {
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private _group = (group _unit);
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private _vehicle = vehicle _unit;
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if (_vehicle != _unit) then {
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TRACE_1("Ejecting", _unit);
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_unit leaveVehicle _vehicle;
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unassignVehicle _unit;
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_unit action ["eject",_vehicle];
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};
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_unit disableAI "TARGET";
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_unit disableAI "AUTOTARGET";
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// Run away
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if (leader _group != _unit) then {
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[_unit] join grpNull;
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};
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_unit doMove ((getPosATL _unit) getPos [20 + random 35, floor (random 360)]);
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_unit setSpeedMode "FULL";
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_unit setSuppression 1;
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};
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} else {
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if ((animationState _unit) in PRONE_ROLLING_ANIMS) then {
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// decrease intensity of burn, but if its too high this wont do anything substantial
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_intensity = _intensity - (1 / _intensity);
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};
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};
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[_unit] call FUNC(burnReaction);
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};
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// Common burn areas are the hands and face https://www.ncbi.nlm.nih.gov/pubmed/16899341/
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private _woundSelection = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"] selectRandomWeighted [0.77, 0.5, 0.8, 0.8, 0.3, 0.3];
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if (GET_PAIN_PERCEIVED(_unit) < (PAIN_UNCONSCIOUS + random 0.2)) then {
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// keep pain around unconciousness limit to allow for more fun interactions
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[_unit, _intensity / MAX_INTENSITY, _woundSelection, "burn", _instigator] call EFUNC(medical,addDamageToUnit);
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} else {
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[_unit, 0.15, _woundSelection, "unknown", _instigator] call EFUNC(medical,addDamageToUnit);
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};
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};
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_unit setVariable [QGVAR(intensity), _intensity, true]; // globally sync intensity across all clients to make sure simulation is deterministic
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};
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};
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private _burnIndicatorPFH = _unit getVariable [QGVAR(burnUIPFH), -1];
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if (_unit isEqualTo ace_player && { _isThisUnitAlive } && { _burnIndicatorPFH < 0 }) then {
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_burnIndicatorPFH = [FUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
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_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
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};
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};
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}, 0, [_unit, _intensity, _instigator], {
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TRACE_1("burn init",GVAR(enableFlare));
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// init function
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private _params = _this getVariable "params";
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_params params ["_unit", "_startingIntensity"];
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_intensity = _startingIntensity;
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private _unitPos = getPos _unit;
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_fireParticle = "#particlesource" createVehicleLocal _unitPos;
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_fireParticle attachTo [_unit, [0, 0, 0]];
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_fireParticle setDropInterval 0.03;
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_smokeParticle = "#particlesource" createVehicleLocal _unitPos;
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_fireLight = "#lightpoint" createVehicleLocal _unitPos;
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_fireLight setLightIntensity 0;
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_fireLight setLightAmbient [0.8, 0.6, 0.2];
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_fireLight setLightColor [1, 0.5, 0.4];
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_fireLight attachTo [_unit, [0, 0, 0]];
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_fireLight setLightDayLight false;
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_lightFlare = "#lightpoint" createVehicleLocal _unitPos;
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_lightFlare setLightIntensity 0;
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_lightFlare setLightColor [1, 0.8, 0.8];
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_lightFlare setLightUseFlare true;
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_lightFlare setLightFlareMaxDistance 100;
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_lightFlare setLightFlareSize 0;
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if !(_unit isEqualTo ace_player) then {
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private _relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ace_player))) vectorMultiply 1;
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_relativeAttachPoint set [2, 0.5];
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_lightFlare attachTo [_unit, _relativeAttachPoint];
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} else {
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_lightFlare attachTo [_unit, [0, 0, 0.3]];
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};
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if (isServer) then {
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_fireSound = createSoundSource ["Sound_Fire", _unitPos, [], 0];
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_fireSound attachTo [_unit, [0, 0, 0], "destructionEffect1"];
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};
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_unit setVariable [QGVAR(burning), true];
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_unit setVariable [QGVAR(intensity), _intensity];
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_unit setVariable [QGVAR(burnUIPFH), -1];
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if (local _unit) then {
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if (_unit isEqualTo ace_player) then {
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private _burnIndicatorPFH = [FUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
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_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
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};
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[_unit, false] call FUNC(burnReaction);
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};
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_lastIntensityUpdate = 0;
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_lastPropogateUpdate = 0;
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_isThisUnitAlive = true;
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}, {
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(_this getVariable "params") params ["_unit"];
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// deinit function
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deleteVehicle _fireParticle;
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deleteVehicle _smokeParticle;
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deleteVehicle _fireLight;
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deleteVehicle _lightFlare;
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deleteVehicle _fireSound;
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if (local _unit) then {
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if (!isPlayer _unit) then {
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_unit setUnitPos "AUTO";
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_unit setVariable [QGVAR(stopDropRoll), false];
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};
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};
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_unit setVariable [QGVAR(burning), false];
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}, {
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// run condition
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true
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}, {
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// exit condition
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(_this getVariable "params") params ["_unit"];
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private _unitAlive = (alive _unit) && { getNumber ((configOf _unit) >> "isPlayableLogic") != 1 };
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private _unitIsUnit = { (_unit != vehicle _unit) && { isNull vehicle _unit } };
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!_unitAlive || _unitIsUnit || { _intensity <= MIN_INTENSITY } || { !([_unit] call FUNC(isBurning)) }
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}, ["_intensity", "_fireParticle", "_smokeParticle", "_fireLight", "_fireSound", "_lightFlare", "_lastIntensityUpdate", "_lastPropogateUpdate", "_isThisUnitAlive"]] call CBA_fnc_createPerFrameHandlerObject;
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