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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Some compiles, start separation of blood system
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74
SQF/dayz_code/compile/crashsite_fire.sqf
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74
SQF/dayz_code/compile/crashsite_fire.sqf
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/*
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Spawns the fire and smoke effect at a crash site.
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Based heavily on "\ca\data\particleeffects\scripts\destruction\burn.sqf"
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Single parameter:
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object crashsite
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Author:
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Foxy
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*/
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#define INTENSITY 2
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//Local space position of the effects
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//Get coordinates from config, if not found use the memory point "smoke"
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_position = getArray (configFile >> "CfgVehicles" >> typeOf _this >> "smoke");
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if ((count _position) == 0) then { _position = "smoke" };
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/**** SMOKE ****/
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_color = 0.8 / INTENSITY;
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_smoke = "#particlesource" createVehicleLocal getpos _this;
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_smoke setDropInterval (0.02 * INTENSITY);
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_smoke setParticleParams [
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/*Sprite*/ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48],
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/*????*/ "",
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/*Type*/ "Billboard",
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/*Frequency*/ 1,
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/*Lifetime*/ 3 * INTENSITY,
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/*Position*/ _position,
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/*MoveVelocity*/ [0, 0, 0.5 * INTENSITY],
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/*Simulation*/ 0, 0.05, 0.04, 0.05,
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/*Scale*/ [0.5 + 0.5 * INTENSITY, 3 + 3 * INTENSITY],
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/*Color*/ [
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/**/ [_color, _color, _color, 0.2],
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/**/ [_color, _color, _color, 1],
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/**/ [_color, _color, _color, 1],
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/**/ [0.05 + _color, 0.05 + _color, 0.05 + _color, 0.9],
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/**/ [0.1 + _color, 0.1 + _color, 0.1 + _color, 0.6],
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/**/ [0.2 + _color, 0.2 + _color, 0.2 + _color, 0.3],
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/**/ [1, 1, 1, 0]
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/**/ ],
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/*Animspeed*/ [0.8, 0.3, 0.25],
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/*RandDirPeriod*/ 1,
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/*RandDirIntensity*/ 0,
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/*OnTimerScript*/ "",
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/*DestroyScript*/ "",
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/*Follow*/ _this];
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_smoke setParticleRandom [
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/*LifeTime*/ 0.7 * INTENSITY,
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/*Position*/ [1 - INTENSITY / 10, 1 - INTENSITY / 10, 1 - INTENSITY / 10],
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/*MoveVelocity*/ [0.2 * INTENSITY, 0.2 * INTENSITY, 0.05 * INTENSITY],
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/*RotVelocity*/ 0,
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/*Scale*/ 0.3,
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/*Color*/ [0.05, 0.05, 0.05, 0],
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/*RandDirPeriod*/ 0,
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/*RandDirIntensity*/ 0];
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/**** LIGHT ****/
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_light = "#lightpoint" createVehicleLocal getpos _this;
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_light setLightBrightness (INTENSITY / 30);
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_light setLightAmbient[0.8, 0.6, 0.2];
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_light setLightColor[1, 0.5, 0.4];
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if ((typeName _position) == (typeName []))
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then { _light lightAttachObject [_this, _position]; }
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else { _light lightAttachObject [_this, _this selectionPosition _position]; };
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