SHARE
TWEET
Untitled
a guest
Jan 29th, 2018
36
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
- /*
- * Author: Glowbal
- * Detonates ammunition from a vehicle until no ammo left
- *
- * Arguments:
- * 0: vehicle <OBJECT>
- * 1: Ammo Array <ARRAY>
- * 0: Magazine Classname <STRING>
- * 1: Ammo Count <NUMBER>
- * 2: Total Ammo Count <NUMBER>
- *
- * Return Value:
- * None
- *
- * Example:
- * [_vehicle, magazinesAmmo _vehicle] call ace_cookoff_fnc_detonateAmmunition
- *
- * Public: No
- */
- #include "script_component.hpp"
- #define MAX_TIME_BETWEEN_AMMO_DET 25
- params ["_vehicle", "_magazines", "_totalAmmo"];
- if (isNull _vehicle) exitWith {}; // vehicle got deleted
- if (_magazines isEqualTo []) exitWith {}; // nothing to detonate anymore
- if (underwater _vehicle) exitWith {};
- private _magazineIndex = floor random(count _magazines);
- private _magazine = _magazines select _magazineIndex;
- _magazine params ["_magazineClassname", "_amountOfMagazines"];
- if (_amountOfMagazines > 0) exitWith {
- private _removed = _amountOfMagazines min floor(1 + random(6 / GVAR(ammoCookoffDuration)));
- _amountOfMagazines = _amountOfMagazines - _removed;
- if (_amountOfMagazines <= 0) then {
- _magazines deleteAt _magazineIndex;
- } else {
- _magazine set [1, _amountOfMagazines]; // clear out the magazine
- };
- private _timeBetweenAmmoDetonation = (((random 10) / (sqrt _totalAmmo)) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
- TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
- _totalAmmo = _totalAmmo - _removed;
- private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
- private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
- private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
- private _simType = getText (_ammoCfg >> "simulation");
- private _effect2pos = _vehicle selectionPosition "destructionEffect2";
- private _spawnProjectile = {
- params ["_vehicle", "_ammo", "_speed", "_flyAway"];
- private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
- if (_spawnPos select 2 < 0) then {
- _spawnPos set [2, 0];
- };
- private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
- if (_flyAway) then {
- //private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
- //private _velVec = _vectorAmmo vectorMultiply _speed;
- //_projectile setVectorDir _velVec;
- //_projectile setVelocity _velVec;
- _projectile setDamage 1; //no Glowbal, just no
- } else {
- _projectile setDamage 1;
- };
- _projectile;
- };
- private _speed = random (_speedOfAmmo / 10) max 1;
- if (toLower _simType == "shotbullet") then {
- private _sound = selectRandom [QUOTE(PATHTO_R(sounds\light_crack_close.wss)), QUOTE(PATHTO_R(sounds\light_crack_close_filtered.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
- playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1250];
- if (random 1 < 0.6) then {
- [_vehicle, _ammo, _speed, true] call _spawnProjectile;
- };
- };
- if (toLower _simType == "shotshell") then {
- private _sound = selectRandom [QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
- playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1300];
- if (random 1 < 0.15) then {
- [_vehicle, _ammo, _speed, random 1 < 0.15] call _spawnProjectile;
- };
- };
- if (toLower _simType == "shotgrenade") then {
- if (random 1 < 0.9) then {
- _speed = 0;
- };
- [_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile;
- };
- if (toLower _simType in ["shotrocket", "shotmissile", "shotsubmunitions"]) then {
- if (random 1 < 0.1) then {
- private _sound = selectRandom [QUOTE(PATHTO_R(sounds\cannon_crack_close.wss)), QUOTE(PATHTO_R(sounds\cannon_crack_close_filtered.wss))];
- playSound3D [_sound, objNull, false, (getPosASL _vehicle), 3, 1, 1600];
- [_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
- } else {
- createvehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
- };
- };
- if (toLower _simType in ["shotdirectionalbomb", "shotmine"]) then {
- if (random 1 < 0.5) then {
- // Not all explosives detonate on destruction, some have scripted alternatives
- private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1;
- if !(_scripted) then {
- _ammo = getText (_ammoCfg >> "ace_explosives_Explosive");
- };
- // If a scripted alternative doesn't exist use generic explosion
- if (_ammo != "") then {
- [_vehicle, _ammo, 0, false] call _spawnProjectile;
- } else {
- createvehicle ["SmallSecondary", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
- };
- };
- };
- if (toLower _simType == "shotilluminating") then {
- if (random 1 < 0.15) then {
- [_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
- };
- };
- [FUNC(detonateAmmunition), [_vehicle, _magazines, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
- };
- ERROR_1("mag with no ammo - %1", _magazine);
RAW Paste Data

