mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
e399597678
- Use unary `createVehicle` syntax - Removed some parenthesis - Simpify 3den property condition
130 lines
5.3 KiB
Plaintext
130 lines
5.3 KiB
Plaintext
/*
|
|
* Author: Glowbal
|
|
* Detonates ammunition from a vehicle until no ammo left
|
|
*
|
|
* Arguments:
|
|
* 0: vehicle <OBJECT>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [_vehicle, magazinesAmmo _vehicle] call ace_cookoff_fnc_detonateAmmunition
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
#define MAX_TIME_BETWEEN_AMMO_DET 25
|
|
|
|
params ["_vehicle", "_magazines"];
|
|
|
|
if (isNull _vehicle) exitWith {}; // vehicle got deleted
|
|
if (_magazines isEqualTo []) exitWith {}; // nothing to detonate anymore
|
|
if (underwater _vehicle) exitWith {};
|
|
|
|
private _magazineIndex = floor random(count _magazines);
|
|
private _magazine = _magazines select _magazineIndex;
|
|
_magazine params ["_magazineClassname", "_amountOfMagazines"];
|
|
|
|
if (_amountOfMagazines > 0) exitWith {
|
|
private _newMagCount = _amountOfMagazines - floor(1 + random(6));
|
|
if (_newMagCount <= 0) then {
|
|
_magazines deleteAt _magazineIndex;
|
|
} else {
|
|
_magazine set [1, _newMagCount]; // clear out the magazine
|
|
};
|
|
private _timeBetweenAmmoDetonation = (random 7) * (1 / random (_amountOfMagazines)) min MAX_TIME_BETWEEN_AMMO_DET;
|
|
_timeBetweenAmmoDetonation = _timeBetweenAmmoDetonation max 0.1;
|
|
|
|
private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
|
|
private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
|
|
|
|
private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
|
|
private _simulationTime = getNumber (_ammoCfg >> "simulation");
|
|
private _caliber = getNumber (_ammoCfg >> "caliber");
|
|
private _simType = getText (_ammoCfg >> "simulation");
|
|
|
|
private _effect2pos = _vehicle selectionPosition "destructionEffect2";
|
|
|
|
private _spawnProjectile = {
|
|
params ["_vehicle", "_ammo", "_speed", "_flyAway"];
|
|
|
|
private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
|
|
if (_spawnPos select 2 < 0) then {
|
|
_spawnPos set [2, 0];
|
|
};
|
|
|
|
private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
|
|
if (_flyAway) then {
|
|
private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
|
|
private _velVec = _vectorAmmo vectorMultiply _speed;
|
|
_projectile setVectorDir _velVec;
|
|
_projectile setVelocity _velVec;
|
|
[ACE_player, _projectile, [1,0,0,1]] call EFUNC(frag,addTrack);
|
|
} else {
|
|
_projectile setDamage 1;
|
|
};
|
|
|
|
_projectile;
|
|
};
|
|
|
|
private _speed = random (_speedOfAmmo / 10) max 1;
|
|
|
|
if (toLower _simType == "shotbullet") then {
|
|
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\light_crack_close.wss)), QUOTE(PATHTO_R(sounds\light_crack_close_filtered.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
|
|
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1250];
|
|
|
|
if (random 1 < 0.6) then {
|
|
[_vehicle, _ammo, _speed, true] call _spawnProjectile;
|
|
};
|
|
};
|
|
if (toLower _simType == "shotshell") then {
|
|
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
|
|
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1300];
|
|
|
|
if (random 1 < 0.15) then {
|
|
[_vehicle, _ammo, _speed, random 1 < 0.15] call _spawnProjectile;
|
|
};
|
|
};
|
|
if (toLower _simType == "shotgrenade") then {
|
|
if (random 1 < 0.9) then {
|
|
_speed = 0;
|
|
};
|
|
[_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile;
|
|
};
|
|
if (toLower _simType in ["shotrocket", "shotmissile", "shotsubmunitions"]) then {
|
|
if (random 1 < 0.1) then {
|
|
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\cannon_crack_close.wss)), QUOTE(PATHTO_R(sounds\cannon_crack_close_filtered.wss))];
|
|
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 3, 1, 1600];
|
|
|
|
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
|
|
} else {
|
|
createvehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
|
|
};
|
|
};
|
|
if (toLower _simType in ["shotdirectionalbomb", "shotmine"]) then {
|
|
if (random 1 < 0.5) then {
|
|
// Not all explosives detonate on destruction, some have scripted alternatives
|
|
private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1;
|
|
if !(_scripted) then {
|
|
_ammo = getText (_ammoCfg >> "ace_explosives_Explosive");
|
|
};
|
|
|
|
// If a scripted alternative doesn't exist use generic explosion
|
|
if (_ammo != "") then {
|
|
[_vehicle, _ammo, 0, false] call _spawnProjectile;
|
|
} else {
|
|
createvehicle ["SmallSecondary", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
|
|
};
|
|
};
|
|
};
|
|
if (toLower _simType == "shotilluminating") then {
|
|
if (random 1 < 0.15) then {
|
|
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
|
|
};
|
|
};
|
|
|
|
[FUNC(detonateAmmunition), [_vehicle, _magazines], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
|
|
};
|
|
[FUNC(detonateAmmunition), [_vehicle, _magazines], random 3] call CBA_fnc_waitAndExecute;
|