ACE3/addons/cookoff/functions/fnc_cookOffEffect.sqf
JonBons 654e4c1b7d
Cookoff - Add ability to disable fire jet effect in configs (#8953)
* Cookoff: Add ability to disable fire jet effect for vehicles it doesn't make sense on

* Cookoff: Fixed pressure jet sound playing when both jet and ring effects are disabled
2022-07-01 17:20:31 +01:00

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#include "script_component.hpp"
/*
* Author: Dani (TCVM)
* Spawn cook-off effects
*
* Arguments:
* 0: Vehicle <Object>
* 1: Spawn fire jet <Boolean>
* 2: Spawn fire ring <Boolean>
* 3: How long effect will last (Max 20 seconds) <Number>
* 4: What selection will fire originate from <String>
* 5: Cookoff intensity value <Number>
*
* Return Value:
* None
*
* Example:
* [vehicle player, true, false, 15, "commander_turret"] call ace_cookoff_fnc_cookOffEffect
*
* Public: No
*/
params ["_obj", "_jet", "_ring", "_time", "_fireSelection", "_intensity"];
private _light = "#lightpoint" createVehicleLocal [0,0,0];
_light setLightBrightness 5;
_light setLightAmbient [0.8, 0.6, 0.2];
_light setLightColor [1, 0.5, 0.2];
_light lightAttachObject [_obj, [0,0,0]];
_time = 0 max (_time min 20);
private _sound = objNull;
if (isServer) then {
// ironically biggest performance hit is this. Creating a new sound source takes up aprox 400 milliseconds.
// I dont think there is an alternative that takes into effect distance and whatever, but if you find one please fix!
if (_jet || _ring) then {
private _soundName = selectRandomWeighted [QGVAR(Sound_low), 0.1, QGVAR(Sound_mid), 0.25, QGVAR(Sound_high), 0.65];
_sound = createSoundSource [_soundName, position _obj, [], 0];
};
if (_ring) then {
private _intensity = 6;
private _radius = 1.5 * ((boundingBoxReal _obj) select 2);
[QEGVAR(fire,addFireSource), [_obj, _radius, _intensity, _obj]] call CBA_fnc_localEvent;
};
};
[{
params ["_args", "_pfh"];
_args params ["_obj", "_jet", "_ring", "_time", "_startTime", "_light", "_fireSelection", "_sound", "_intensity"];
private _elapsedTime = CBA_missionTime - _startTime;
if (_elapsedTime >= _time) exitWith {
deleteVehicle _light;
deleteVehicle _sound;
if (isServer) then {
[QEGVAR(fire,removeFireSource), [_obj]] call CBA_fnc_localEvent;
};
[_pfh] call CBA_fnc_removePerFrameHandler;
};
private _factor = (1 + (_elapsedTime / 2) min 2);
private _flameSize = 1.5;
if (_elapsedTime > (_time * (3 / 4))) then {
_factor = _factor * linearConversion [_time * (3 / 4), _time, _elapsedTime, 1, 0.5];
};
_light setLightBrightness 5 * (_factor / 5);
if (_jet) then {
private _particlePosition = (_obj selectionPosition _fireSelection) vectorAdd [-0.1 + random 0.2, -0.1 + random 0.2, 0];
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
"",
"Billboard",
1,
(0.1 + (random 0.2)) * _factor,
_particlePosition,
[0, 0, 15 * (_factor / 2)],
0,
10,
7.9,
0.075,
[1.25 * _factor, 2.5 * _factor],
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1],
1,
0,
"",
"",
_obj
];
// make flame push object into ground to make effect seem more "alive"
if (!isGamePaused && { local _obj }) then {
private _force = [0, 0, _factor * -(0.5 min random 1.5) * (0.3 min random 1)] vectorMultiply getMass _obj;
_obj addForce [_force, vectorUpVisual _obj];
};
};
if (_ring) then {
private _ringOrigin = (_obj selectionPosition _fireSelection) vectorAdd [-0.1 + random 0.2, -0.1 + random 0.2, -1];
drop [
["\A3\data_f\ParticleEffects\Universal\Universal",16,2,32],
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
_ringOrigin,
[0, 20 * (_factor / 2), 0],
0, 10, 7.9, 0.075,
[1.25 * _factor, _flameSize * _factor],
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1], 1, 0, "", "", _obj
];
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
_ringOrigin,
[0, -20 * (_factor / 2), 0],
0, 10, 7.9, 0.075,
[1.25 * _factor, _flameSize * _factor],
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1], 1, 0, "", "", _obj
];
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
_ringOrigin,
[20 * (_factor / 2), 0, 0],
0, 10, 7.9, 0.075,
[1.25 * _factor, _flameSize * _factor],
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1], 1, 0, "", "", _obj
];
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
[-0.1 + random 0.2, -0.1 + random 0.2, -1],
[-20 * (_factor / 2), 0, 0],
0, 10, 7.9, 0.075,
[1.25 * _factor, _flameSize * _factor],
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1], 1, 0, "", "", _obj
];
private _dir = 20 * (_factor / 2);
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
_ringOrigin,
[_dir, _dir, 0],
0, 10, 7.9, 0.075,
[1.25 * _factor, _flameSize * _factor],
[[1, 1, 1, -2],[1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1], 1, 0, "", "", _obj
];
_dir = -20 * (_factor / 2);
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
_ringOrigin,
[_dir, _dir, 0],
0, 10, 7.9, 0.075,
[1.25 * _factor, _flameSize * _factor],
[[1, 1, 1, -2],[1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1], 1, 0, "", "", _obj
];
_dir = 20 * (_factor / 2);
drop [
["\A3\data_f\ParticleEffects\Universal\Universal",16,2,32],
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
_ringOrigin,
[_dir, -_dir, 0],
0, 10, 7.9, 0.075,
[1.25 * _factor, _flameSize * _factor],
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1], 1, 0, "", "", _obj
];
_dir = 20 * (_factor / 2);
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
_ringOrigin,
[-_dir, _dir, 0],
0, 10, 7.9, 0.075,
[1.25 * _factor, _flameSize * _factor],
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
[2 + random 1], 1, 0, "", "", _obj
];
};
(getVehicleTIPars _obj) params ["_tiEngine", "_tiWheels", "_tiWeapon"];
_obj setVehicleTIPars [
// formula is designed to have the temperature ramp up quickly and then level out
(_tiEngine + (_intensity * 0.01))/1.005,
(_tiWheels + (_intensity * 0.004))/1.002, // wheels//tracks are further away from burning parts
(_tiWeapon + (_intensity * 0.01))/1.005
];
}, 0, [_obj, _jet, _ring, _time, CBA_missionTime, _light, _fireSelection, _sound, _intensity]] call CBA_fnc_addPerFrameHandler;