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* Add jamming coef to change or disable jamming. * change max to 5 * add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat - add setting for overheating effects distance - add unjaming on barrel swap, with setting - add increase rate of fire with heat, with setting - fix some formatting * little tweaks * add overheating cookoff feature - add overheating cookoff feature - add documentation - bugfixes/improvements * Update ace3-config-entries.md * Update overheating-framework.md * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_firedEH.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update docs/wiki/feature/overheating.md Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * remove extra underwater cooling, make cookoffCoef enable cookoff - add coef setting for heat generation per shot - merge cookoff setting into cookoff coef setting - remove check for water that increased cooling - change max rof increase from heat to 10% - change ammo heating to a less linear formula - change cookoffCoef to effect inginition tempurature instead of heat amount - delay cookoff shot until any firing animation is done - update strings based on feedback * Update stringtable.xml * add cookoff notification * improvements from play testing - move ammo heat loop into seperate function with a tighter loop - factor rain into cooling calculation - handle cooling while swimming - merge cookoff take event handler into fnc_handleTakeEH - fix case where cookoff could potentially come from underbarrel weapon muzzle - only add TakeEH if required by enabled settings - improve cookoff muzzle/mode handling * fix missing semi that I swear I already fixed before pushing * Update overheating-framework.md * Update fnc_updateAmmoTemperature.sqf * include wind speed in cooling calculation * cool with X - add ace interactions to allow cooling with water sources when Ace X is loaded - add documentation for cooling - move getting barrel mass to a function * documentation formatting * Add config array for weapon jam types, as not all weapon can get all types IRL. * remove variable that's not required * add some compat entries for RHS * fix merge conflict * fix a happy little accident * move to CBA settings, minor styling. * Update error message in fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Apply suggestions from code review Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
58 lines
2.1 KiB
Plaintext
58 lines
2.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain
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* Collect the temperature of all the spare barrels a unit has and load the
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* coolest on the unit weapon. Runs on the server.
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*
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* Arguments:
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* 0: Unit that has the spare barrels <OBJECT>
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* 1: Unit that has the weapon <OBJECT>
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* 2: Weapon <STRING>
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* 3: Weapon temp before switching <NUMBER>
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* 4: Mass of the removed barrel <NUMBER>
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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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* [bob, bob, "weapon",5, 2] call ace_overheating_fnc_loadCoolestSpareBarrel
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*
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*
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* Public: No
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*/
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params ["_assistant", "_gunner", "_weapon", "_weaponTemp", "_barrelMass"];
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TRACE_5("loadCoolestSpareBarrel1",_assistant,_gunner,_weapon,_weaponTemp,_barrelMass);
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private _weaponBarrelClass = getText (configFile >> 'CfgWeapons' >> _weapon >> QGVAR(barrelClassname));
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//If the weapon has no defined classname then use the ACE one
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if (_weaponBarrelClass == "") then {
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_weaponBarrelClass = "ACE_SpareBarrel";
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};
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// Find all spare barrel the player has
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private _allBarrels = [_assistant, _weaponBarrelClass] call CBA_fnc_getMagazineIndex;
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TRACE_1("_allBarrels",_allBarrels);
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if ((count _allBarrels) < 1) exitWith {};
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// Determine which on is coolest
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private _coolestTemp = 10000;
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private _coolestMag = _allBarrels select 0;
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{
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private _temp = GVAR(storedSpareBarrels) getOrDefault [_x, [0]] select 0;
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TRACE_2("loadCoolestSpareBarrel4",_x,_temp);
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if (_temp < _coolestTemp) then {
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_coolestTemp = _temp;
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_coolestMag = _x;
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};
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} forEach _allBarrels;
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TRACE_3("loadCoolestSpareBarrel5",_coolestTemp,_coolestMag,_weaponTemp);
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// The new weapon temperature is similar to the coolest barrel
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// Publish the new temperature value
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_gunner setVariable [format [QGVAR(%1_temp), _weapon], _coolestTemp, true];
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// Heat up the coolest barrel to the former weapon temperature
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GVAR(storedSpareBarrels) set [_coolestMag, [_weaponTemp, CBA_missionTime, _barrelMass]];
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// Send an event so the machines of the assistant and gunner can show the hint
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[QGVAR(showWeaponTemperature), [_gunner, _weapon], [_assistant, _gunner]] call CBA_fnc_targetEvent;
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