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113 lines
4.1 KiB
Plaintext
113 lines
4.1 KiB
Plaintext
/*
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* Author: KoffeinFlummi
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* Creates the flashbang effect and knock out AI units.
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*
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* Arguments:
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* 0: The grenade <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [theGrenade] call ace_grenades_fnc_flashbangExplosionEH
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"];
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PARAMS_1(_grenade);
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_affected = _grenade nearEntities ["CAManBase", 20];
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{
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if ((local _x) && {alive _x}) then {
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_strength = 1 - ((_x distance _grenade) min 15) / 15;
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TRACE_3("FlashBangEffect Start",_x,(_x distance _grenade),_strength);
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if (_x != ACE_player) then {
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//must be AI
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_x disableAI "MOVE";
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_x disableAI "ANIM";
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_x disableAI "AUTOTARGET";
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_x disableAI "TARGET";
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_x disableAI "FSM";
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_x setSkill ((skill _x) / 50);
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[{
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PARAMS_1(_unit);
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_unit enableAI "MOVE";
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_unit enableAI "ANIM";
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_unit enableAI "AUTOTARGET";
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_unit enableAI "TARGET";
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_unit enableAI "FSM";
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_unit setSkill (skill _unit * 50);
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}, [_x], (7 * _strength), 0.1] call EFUNC(common,waitAndExecute); //0.1 precision is fine for AI
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} else {
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//Do effects for player
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// is there line of sight to the grenade?
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_posGrenade = getPosASL _grenade;
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_eyePos = eyePos ACE_player; //PositionASL
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_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
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//Check for line of sight:
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if (lineIntersects [_posGrenade, _eyePos, _grenade, _x]) then {
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_strength = _strength / 10;
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};
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//Add ace_hearing ear ringing sound effect
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if ((isClass (configFile >> "CfgPatches" >> "ACE_Hearing")) && {_strength > 0}) then {
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[_x, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
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};
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// account for people looking away by slightly
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// reducing the effect for visual effects.
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_eyeDir = (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]);
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_dirToUnitVector = _eyePos vectorFromTo _posGrenade;
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_angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector);
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//From 0-45deg, full effect
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if (_angleDiff > 45) then {
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_strength = _strength - _strength * ((_angleDiff - 45) / 120);
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};
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TRACE_1("Final strength for player %1",_strength);
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// create flash to illuminate environment
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_light = "#lightpoint" createVehicleLocal (getPos _grenade);
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_light setLightBrightness 200;
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_light setLightAmbient [1,1,1];
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_light setLightColor [1,1,1];
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_light setLightDayLight true;
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//Delete the light after 0.1 seconds
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[{
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PARAMS_1(_light);
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deleteVehicle _light;
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}, [_light], 0.1, 0] call EFUNC(common,waitAndExecute);
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// blind player
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if (_strength > 0.1) then {
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GVAR(flashbangPPEffectCC) ppEffectEnable true;
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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//PARTIALRECOVERY - start decreasing effect over time
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[{
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PARAMS_1(_strength);
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
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}, [_strength], (7 * _strength), 0] call EFUNC(common,waitAndExecute);
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//FULLRECOVERY - end effect
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[{
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GVAR(flashbangPPEffectCC) ppEffectEnable false;
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}, [], (17 * _strength), 0] call EFUNC(common,waitAndExecute);
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};
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};
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};
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} forEach _affected;
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