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62 lines
1.9 KiB
Plaintext
62 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.
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* This function will spawn 5, 10, or 15 fragments.
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*
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* Arguments:
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* 0: Position (posASL) of fragmenting projectile <ARRAY>
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* 1: Velocity of the fragmenting projectile <ARRAY>
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* 2: Type of fragments to generate <ARRAY>
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* 3: Remaining fragment budget <NUMBER>
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* 4: Shot parents <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 _projectile, 800, 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 ["_posASL", "_fragVelocity", "_fragType", "_maxFragCount", "_shotParents"];
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TRACE_5("doFragRandom",_posASL,_fragVelocity,_fragType,_maxFragCount,_shotParents);
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// See CfgAmmoFragSpawner for different frag types
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private _heightATL = (ASLToATL _posASL)#2;
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private _hMode = switch (true) do {
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case (_heightATL > 10): {"_top"};
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case (_heightATL > 4): {"_high"};
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default {"_mid"};
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};
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private _type = [QGVAR(random_small_), QGVAR(random_tiny_)] select (_fragType isNotEqualTo [] && {"ace_frag_tiny" == (_fragType#0)});
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_maxFragCount = switch (true) do {
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case (_maxFragCount <= 5): {"5"};
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case (_maxFragCount <= 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 + _maxFragCount + _hMode, ASLToATL _posASL, [], 0, "CAN_COLLIDE"];
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private _randDir = random 360;
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_fragSpawner setVectorDirandUp [[0,0,-1], [cos _randDir, sin _randDir,0]];
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_fragSpawner setVelocity [0, 0, -0.5*_fragVelocity];
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_fragSpawner setShotParents _shotParents;
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TRACE_2("spawnedRandomFragmenter",typeOf _fragSpawner,getObjectID _fragSpawner);
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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
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