ACE3/addons/overheating/functions/fnc_jamWeapon.sqf
Drofseh f83c605958
Overheating - Add cook off and rate of fire features and additional customization settings (#8064)
* 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>
2021-10-14 10:47:52 -05:00

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#include "script_component.hpp"
/*
* Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid
* Jam the weapon
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player] call ace_overheating_fnc_jamWeapon
*
* Public: No
*/
params ["_unit", "_weapon"];
TRACE_2("params",_unit,_weapon);
// don't jam a weapon with no rounds left
private _ammo = _unit ammo _weapon;
if (_ammo < 1) exitWith {};
private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
_jammedWeapons pushBack _weapon;
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
// Get jam types, select one from available types
// Cookoffs only happen on Fire and Dud, dud rounds are lost on jam clear.
// Reduce chance of duds as temp increases (functionally increasing the chance of the others but with fewer commands)
private _temp = 1 max (_unit getVariable [format [QGVAR(%1_temp), _weapon], 0]);
private _jamTypesAllowed = getArray (configFile >> 'CfgWeapons' >> currentWeapon _player >> QGVAR(jamTypesAllowed));
if (_jamTypesAllowed == []) then {
_jamTypesAllowed = ["Eject", 1, "Extract", 1, "Feed", 1, "Fire", 1, "Dud", (5 / (_temp / 5))];
} else {
for "_i" from count _jamTypesAllowed to 1 step -1 do {
private _jamCurretType = _jamTypesAllowed select _i;
if !(_jamCurretType in ["Eject", "Extract", "Feed", "Fire", "Dud"]) exitWith { // check config values and switch to default values if unusual value found
ERROR_2("Weapon '%1' has unexpected value %2 in QQGVAR(jamTypesAllowed). Expected values are 'Eject', 'Extract', 'Feed', 'Fire', 'Dud'.",_weapon,_jamCurretType);
_jamTypesAllowed = ["Eject", 1, "Extract", 1, "Feed", 1, "Fire", 1, "Dud", (5 / (_temp / 5))];
};
if (_jamCurretType == "Dud") then {
_jamTypesAllowed insert [_i, [5 / (_temp / 5)]];
} else {
_jamTypesAllowed insert [_i, [1]];
};
};
};
_unit setVariable [format [QGVAR(%1_jamType), _weapon], selectRandomWeighted _jamTypesAllowed];
// Stop current burst
_unit setAmmo [_weapon, 0];
// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shooting
[{
params ["_unit", "_weapon", "_ammo"];
_unit setAmmo [_weapon, _ammo];
}, [_unit, _weapon, _ammo]] call CBA_fnc_execNextFrame;
if (_weapon == primaryWeapon _unit) then {
playSound QGVAR(jamming_rifle);
} else {
if (_weapon == handgunWeapon _unit) then {
playSound QGVAR(jamming_pistol);
};
};
// only display the hint once, after you try to shoot an already jammed weapon
GVAR(knowAboutJam) = false;
["ace_weaponJammed", [_unit,_weapon]] call CBA_fnc_localEvent;
if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
private _condition = {
private _unit = _this select 1;
[_unit] call CBA_fnc_canUseWeapon
&& {currentMuzzle _unit in (_unit getVariable [QGVAR(jammedWeapons), []])}
&& {!(currentMuzzle _unit in (_unit getVariable [QEGVAR(safemode,safedWeapons), []]))}
};
private _statement = {
params ["_zero","_one"];
playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _zero, false, eyePos _zero, 1, 1, 15];
if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {_one ammo currentWeapon _one > 0} && {GVAR(DisplayTextOnJam)}) then {
private _jamType = _one getVariable [format [QGVAR(%1_jamType), currentWeapon _one], "None"];
private _jamMessage = localize LSTRING(FailureToFire);
switch true do {
case (_jamType isEqualTo "Eject"): {_jamMessage = localize LSTRING(FailureToEject)};
case (_jamType isEqualTo "Extract"): {_jamMessage = localize LSTRING(FailureToExtract)};
case (_jamType isEqualTo "Feed"): {_jamMessage = localize LSTRING(FailureToFeed)};
};
[
[localize LSTRING(WeaponJammed)],
[_jamMessage]
] call CBA_fnc_notify;
GVAR(knowAboutJam) = true;
};
};
private _id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
_unit setVariable [QGVAR(JammingActionID), _id];
};