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ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
197 lines
7.8 KiB
Plaintext
197 lines
7.8 KiB
Plaintext
/*
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* Author: Bohemia Interactive
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* Module function for spawning projectiles
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* Used by Curator artillery modules etc
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* Edited to remove radio warning and add ballistics support
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*
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* Arguments:
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* 0: The module logic <LOGIC>
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* 1: units <ARRAY>
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* 2: activated <BOOL>
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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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* [LOGIC, [bob, kevin], true] call ace_zeus_fnc_bi_moduleProjectile
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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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_fnc_scriptNameParentTemp = if !(isNil '_fnc_scriptName') then {_fnc_scriptName} else {'BIS_fnc_moduleProjectile'};
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private _fnc_scriptNameParent = _fnc_scriptNameParentTemp;
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_fnc_scriptNameParentTemp = nil;
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private _fnc_scriptName = 'BIS_fnc_moduleProjectile';
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scriptname _fnc_scriptName;
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params ["_logic", "_units", "_activated"];
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if ({local _x} count (objectcurators _logic) > 0) then {
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//--- Reveal the circle to curators
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_logic hideobject false;
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_logic setpos position _logic;
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};
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if !(isserver) exitWith {};
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if (_activated) then {
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_ammo = _logic getVariable ["type",gettext (configFile >> "CfgVehicles" >> typeOf _logic >> "ammo")];
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if (_ammo != "") then {
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_CfgAmmo = configFile >> "CfgAmmo" >> _ammo;
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_dirVar = _fnc_scriptname + typeOf _logic;
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_logic setdir (missionnamespace getVariable [_dirVar,direction _logic]); //--- Restore custom direction
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_pos = getposatl _logic;
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_posAmmo = +_pos;
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_posAmmo set [2,0];
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_dir = direction _logic;
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_simulation = tolower gettext (configFile >> "CfgAmmo" >> _ammo >> "simulation");
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_altitude = 0;
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_velocity = [];
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_attach = false;
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_radio = "";
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_delay = 60;
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_sound = "";
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_soundSourceClass = "";
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_hint = [];
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_shakeStrength = 0;
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_shakeRadius = 0;
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switch (_simulation) do {
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case "shotshell": {
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_altitude = 1000;
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_velocity = [0,0,-100];
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_radio = "SentGenIncoming";
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_sounds = if (getnumber (_cfgAmmo >> "hit") < 200) then {["mortar1","mortar2"]} else {["shell1","shell2","shell3","shell4"]};
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_sound = selectRandom _sounds;
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_hint = ["Curator","PlaceOrdnance"];
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_shakeStrength = 0.01;
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_shakeRadius = 300;
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};
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case "shotsubmunitions": {
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_posAmmo = [_posAmmo,500,_dir + 180] call bis_fnc_relpos;
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_altitude = 1000 - ((getterrainheightasl _posAmmo) - (getterrainheightasl _pos));
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_posAmmo set [2,_altitude];
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_velocity = [sin _dir * 68,cos _dir * 68,-100];
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_radio = "SentGenIncoming";
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_hint = ["Curator","PlaceOrdnance"];
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_shakeStrength = 0.02;
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_shakeRadius = 500;
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};
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case "shotilluminating": {
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_altitude = 66;
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_velocity = [wind select 0,wind select 1,30];
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_sound = "SN_Flare_Fired_4";
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_soundSourceClass = "SoundFlareLoop_F";
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};
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case "shotnvgmarker";
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case "shotsmokex": {
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_altitude = 0;
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_velocity = [0,0,0];
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_attach = true;
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};
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default {["Ammo simulation '%1' is not supported",_simulation] call bis_fnc_error;};
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};
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_fnc_playRadio = {
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if (_radio != "") then {
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_entities = (getposatl _logic) nearentities ["All",100];
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_sides = [];
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{
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if (isplayer _x) then {
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_side = side group _x;
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if (_side in [east,west,resistance,civilian]) then {
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//--- Play radio (only if it wasn't played recently)
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if (CBA_missionTime > _x getVariable ["BIS_fnc_moduleProjectile_radio",-_delay]) then {
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[[_side,_radio,"side"],"bis_fnc_sayMessage",_x] call bis_fnc_mp;
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_x setVariable ["BIS_fnc_moduleProjectile_radio",CBA_missionTime + _delay];
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};
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};
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};
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} forEach _entities;
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};
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};
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if (count _hint > 0 && {count objectCurators _logic > 0}) then {
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[[_hint,nil,nil,nil,nil,nil,nil,true],"bis_fnc_advHint",objectcurators _logic] call bis_fnc_mp;
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};
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if (count _velocity == 3) then {
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_altitude = (_logic getVariable ["altitude",_altitude]) call bis_fnc_parsenumber;
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_radio = _logic getVariable ["radio",_radio];
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//--- Create projectile
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_posAmmo set [2,_altitude];
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_projectile = createvehicle [_ammo,_posAmmo,[],0,"none"];
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_projectile setpos _posAmmo;
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_projectile setvelocity _velocity;
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if (_attach) then {_projectile attachto [_logic,[0,0,_altitude]];};
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// Added by ace_zeus for ace_frag compatibility
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if (!isNil QEFUNC(frag,addPfhRound)) then {
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[objNull, _ammo, _projectile, true] call EFUNC(frag,addPfhRound);
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};
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//--- Play sound
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if (_sound != "") then {[[_logic,_sound,"say3D"],"bis_fnc_sayMessage"] call bis_fnc_mp;};
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//--- Create sound source
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_soundSource = if (_soundSourceClass != "") then {createSoundSource [_soundSourceClass,_pos,[],0]} else {objnull};
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// Added by ace_zeus to toggle ordnance radio message
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if (GVAR(radioOrdnance)) then {
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//--- Play radio warning
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[] call _fnc_playRadio;
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};
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//--- Update
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if (_attach) then {
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waitUntil {
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_soundSource setposatl getposatl _projectile;
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sleep 1;
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isnull _projectile || isnull _logic
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};
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} else {
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waitUntil {
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_soundSource setposatl getposatl _projectile;
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if (getposatl _logic distance _pos > 0 || direction _logic != _dir) then {
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_posNew = getposasl _logic;
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_dirDiff = direction _logic - _dir;
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_posNew = [_posNew,[getposasl _projectile,_pos] call bis_fnc_distance2d,direction _logic + 180] call bis_fnc_relpos;
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_posNew set [2,getposasl _projectile select 2];
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_projectile setvelocity ([velocity _projectile,-_dirDiff] call bis_fnc_rotatevector2d);
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_projectile setposasl _posNew;
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_pos = getposatl _logic;
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_dir = direction _logic;
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missionnamespace setVariable [_dirVar,_dir];
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};
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sleep 0.1;
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isnull _projectile || isnull _logic
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};
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};
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deletevehicle _projectile;
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deletevehicle _soundSource;
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if (count objectcurators _logic > 0) then {
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//--- Delete curator spawned logic
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if (_shakeStrength > 0) then {
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if (_simulation == "shotsubmunitions") then {sleep 0.5;};
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[[_shakeStrength,0.7,[position _logic,_shakeRadius]],"bis_fnc_shakeCuratorCamera"] call bis_fnc_mp;
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};
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deletevehicle _logic;
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} else {
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//--- Repeat to achieve permanent effect
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_repeat = _logic getVariable ["repeat",0] > 0;
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if (_repeat) then {
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[_logic,_units,_activated] call bis_fnc_moduleprojectile;
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} else {
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deletevehicle _logic;
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};
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};
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} else {
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deletevehicle _logic;
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};
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} else {
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["Cannot create projectile, 'ammo' config attribute is missing in %1",typeOf _logic] call bis_fnc_error;
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};
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};
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