mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
84 lines
2.7 KiB
Plaintext
84 lines
2.7 KiB
Plaintext
/*
|
|
* Author: Glowbal
|
|
* Play the injured sound for a unit if the unit is damaged. The sound broadcasted across MP.
|
|
* Will not play if the unit has already played a sound within to close a time frame.
|
|
* Delay: With minimal damage (below 1), the delay is (10 + random(50)) seconds. Otherwise it is 60 seconds / damage.
|
|
*
|
|
* Arguments:
|
|
* 0: The Unit <OBJECT>
|
|
*
|
|
* ReturnValue:
|
|
* <NIL>
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
private ["_unit","_availableSounds_A","_availableSounds_B","_availableSounds_C","_sound", "_pain"];
|
|
_unit = _this select 0;
|
|
_pain = _this select 1;
|
|
if (!local _unit || !GVAR(enableScreams)) exitwith{};
|
|
|
|
// Lock if the unit is already playing a sound.
|
|
if ((_unit getvariable [QGVAR(playingInjuredSound),false])) exitwith {};
|
|
_unit setvariable [QGVAR(playingInjuredSound),true];
|
|
|
|
// Play the sound if there is any damage present.
|
|
if (_pain > 0 && {[_unit] call EFUNC(common,isAwake)}) exitwith {
|
|
// Classnames of the available sounds.
|
|
_availableSounds_A = [
|
|
"WoundedGuyA_01",
|
|
"WoundedGuyA_02",
|
|
"WoundedGuyA_03",
|
|
"WoundedGuyA_04",
|
|
"WoundedGuyA_05",
|
|
"WoundedGuyA_06",
|
|
"WoundedGuyA_07",
|
|
"WoundedGuyA_08"
|
|
];
|
|
_availableSounds_B = [
|
|
"WoundedGuyB_01",
|
|
"WoundedGuyB_02",
|
|
"WoundedGuyB_03",
|
|
"WoundedGuyB_04",
|
|
"WoundedGuyB_05",
|
|
"WoundedGuyB_06",
|
|
"WoundedGuyB_07",
|
|
"WoundedGuyB_08"
|
|
];
|
|
_availableSounds_C = [
|
|
"WoundedGuyC_01",
|
|
"WoundedGuyC_02",
|
|
"WoundedGuyC_03",
|
|
"WoundedGuyC_04",
|
|
"WoundedGuyC_05"
|
|
];
|
|
_sound = "";
|
|
|
|
// Select the to be played sound based upon damage amount.
|
|
if (_pain > 0.5) then {
|
|
if (random(1) > 0.5) then {
|
|
_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
|
|
} else {
|
|
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
|
|
};
|
|
} else {
|
|
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
|
|
};
|
|
// Play the sound
|
|
playSound3D [(getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0) + ".wss", objNull, false, getPos _unit, 15, 1, 25]; // +2db, 15 meters.
|
|
|
|
// Figure out what the delay will be before it is possible to play a sound again.
|
|
private "_delay";
|
|
_delay = (30 - (random(25) * _pain)) max (3.5 + random(2));
|
|
|
|
// Clean up the lock
|
|
[{
|
|
(_this select 0) setvariable [QGVAR(playingInjuredSound),nil];
|
|
}, [_unit], _delay, _delay] call EFUNC(common,waitAndExecute);
|
|
};
|
|
|
|
// Clean up in case there has not been played any sounds.
|
|
_unit setvariable [QGVAR(playingInjuredSound),nil];
|