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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>
107 lines
4.0 KiB
Plaintext
107 lines
4.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: drofseh
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* Update temperature of the round in the chamber and determine if a cookoff should occur.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Barrel Temperature <STRING>
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*
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* Return Value:
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* Current ammunition temperature <NUMBER>
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*
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* Example:
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* [player, currentWeapon player, 600] call ace_overheating_fnc_updateAmmoTemperature
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*
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* Public: No
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*/
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params ["_unit", "_weapon", "_barrelTemperature"];
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TRACE_3("params",_unit,_weapon,_barrelTemperature);
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private _closedBolt = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(closedBolt));
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private _canUnjam = [_unit] call FUNC(canUnjam);
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// Skip if no ammo in chamber
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if (
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_unit ammo _weapon < 1
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// closed bolt, and jammed and type not failure to fire
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|| {_closedBolt == 1 && {_canUnjam} && {!(_unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"] in ["Fire","Dud"])}}
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// open bolt, and not jammed, or jammed and type not failure to fire
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|| {_closedBolt == 0 && {!_canUnjam || {_canUnjam && {!(_unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"] in ["Fire","Dud"])}}}}
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) exitWith {
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_unit setVariable [format [QGVAR(%1_ammoTemp), _weapon], 0];
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0
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};
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private _ammoTempVarName = format [QGVAR(%1_ammoTemp), _weapon];
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private _ammoTemperature = _unit getVariable [_ammoTempVarName, 0];
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// heat or cool the ammo
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if (_ammoTemperature < _barrelTemperature) then {
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// this is functional and feels ok, but someone please do better heat transfer math here, my head hurts.
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private _temperatureDifference = _barrelTemperature - _ammoTemperature;
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_ammoTemperature = _ammoTemperature + (1 max ((_temperatureDifference / 2.75) - 100));
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} else {
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_ammoTemperature = _barrelTemperature;
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};
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// check for cook off
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if (_ammoTemperature > (GUNPOWDER_IGNITION_TEMP * GVAR(cookoffCoef))) then {
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// a weapon with a failure to fire or dud type jam will be unjammed from cooking off
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// this is first so that the fired event from the cookoff can also cause a jam
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private _jamType = _unit getVariable [format [QGVAR(%1_jamType), _weapon], "None"];
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if (_canUnjam && {_jamType in ["Fire","Dud"]}) then {
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[_unit, currentMuzzle _unit, true] call FUNC(clearJam);
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// clearJam will remove a dud round, but so will the forced fire, so give back the lost round and shoot it
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if (_jamType isEqualTo "Dud") then {
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private _ammo = _unit ammo _weapon;
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_unit setAmmo [_weapon, _ammo + 1];
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};
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};
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// get valid mode and muzzle for the main weapon, we don't want the cookoff to come from an underbarrel launcher
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([_weapon] call FUNC(getWeaponData)) params ["", "", "", "_modes", "_muzzle", "_reloadTime"];
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// get an appropriate firemode and muzzle, cache the current muzzle
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// trying to match firemodes and switching back to the cached muzzle will hide the change from the player and prevent unexpected mode/muzzle changes (going from full auto to semi auto, or from underbarrel GL to rifle for example)
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private _muzzleCache = currentMuzzle _unit;
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private _mode = currentWeaponMode _unit;
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if !(_mode in _modes) then {
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_mode = _modes select 0;
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};
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// delay cookoff to ensure any previous animation from a fired event is finished
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[
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{
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params ["_unit", "_muzzleCache", "_mode", "_muzzle"];
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// fire the cookoff
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_unit forceWeaponFire [_muzzle, _mode];
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// switch back to the cached muzzle if required
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if (_muzzle != _muzzleCache) then {
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_unit selectWeapon _muzzleCache;
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};
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[
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[localize LSTRING(WeaponCookedOff)],
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true // allows the hint to be overwritten by another hint, such as a jam or another cookoff
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] call CBA_fnc_notify;
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},
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[_unit, _muzzleCache, _mode, _muzzle],
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_reloadTime
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] call CBA_fnc_waitAndExecute;
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// if the cookoff happened then the next round should start at 0
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_ammoTemperature = 0;
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};
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_unit setVariable [_ammoTempVarName, _ammoTemperature];
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_ammoTemperature
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