Add warm clothes and shivering

Warm Clothes can be adjusted in the configvariables with DZE_WarmClothes. Shivering can be enabled or disabled with the  last value in the DZE_TempVars array. A temperature effect for snow was added too.
This commit is contained in:
A Man
2019-12-16 15:41:59 +01:00
parent fff1196ee3
commit 4058f59688
6 changed files with 102 additions and 229 deletions

View File

@@ -17,7 +17,7 @@ Missing:
Shivering Function need improments
*/
private ["_difference","_isinvehicle","_isinbuilding","_daytime","_height_mod","_temp","_looptime","_vehicle_factor","_moving_factor","_fire_factor","_building_factor","_sun_factor","_water_factor","_rain_factor","_night_factor","_wind_factor","_raining","_sunrise","_fireplaces","_building"];
private ["_difference","_isinvehicle","_isinbuilding","_daytime","_height_mod","_temp","_looptime","_vehicle_factor","_moving_factor","_fire_factor","_building_factor","_sun_factor","_water_factor","_rain_factor","_night_factor","_wind_factor","_raining","_sunrise","_fireplaces","_building","_heatpack_factor","_warm_clothes","_stand_factor","_snow_factor","_pPos","_sleepTemperatur","_shivering"];
_looptime = _this;
//Factors are equal to win/loss of factor*basic value
@@ -30,13 +30,18 @@ _looptime = _this;
_moving_factor = DZE_TempVars select 3;
_sun_factor = DZE_TempVars select 4;
_heatpack_factor = DZE_TempVars select 5;
_warm_clothes = DZE_TempVars select 6;
//Negative effects
_water_factor = DZE_TempVars select 6;
_stand_factor = DZE_TempVars select 7;
_rain_factor = DZE_TempVars select 8;
_wind_factor = DZE_TempVars select 9;
_night_factor = DZE_TempVars select 10;
_water_factor = DZE_TempVars select 7;
_stand_factor = DZE_TempVars select 8;
_rain_factor = DZE_TempVars select 9;
_wind_factor = DZE_TempVars select 10;
_night_factor = DZE_TempVars select 11;
_snow_factor = DZE_TempVars select 12;
//Shivering
_shivering = DZE_TempVars select 13; //Set this to 26 to disabled shivering
_difference = 0;
//_hasfireffect = false;
@@ -61,19 +66,21 @@ if((vehicle player) != player) then {
//diag_log format["Moving - %1",_difference];
//fire
_pPos = [player] call FNC_GetPos;
_fireplaces = nearestObjects [_pPos, ["flamable_DZ","Land_Fire","Land_Campfire"], 8];
if(({inflamed _x} count _fireplaces) > 0 && !_isinvehicle ) then {
//Math: factor * 1 / (0.5*(distance max 1)^2) 0.5 = 12.5% of the factor effect in a distance o 4 meters
_difference = _difference + (_fire_factor /(0.5*((player distance (_fireplaces select 0)) max 1)^2));
//_hasfireffect = true;
if !(_isinvehicle) then {
_pPos = [player] call FNC_GetPos;
_fireplaces = nearestObjects [_pPos, ["flamable_DZ","Land_Fire","Land_Campfire"], 8];
if (({inflamed _x} count _fireplaces) > 0) then {
//Math: factor * 1 / (0.5*(distance max 1)^2) 0.5 = 12.5% of the factor effect in a distance o 4 meters
_difference = _difference + (_fire_factor /(0.5*((player distance (_fireplaces select 0)) max 1)^2));
//_hasfireffect = true;
//diag_log format["fire - %1",_difference];
//diag_log format["fire - %1",_difference];
};
};
//building
_building = nearestObject [player, "HouseBase"];
if(!isNull _building) then {
if (!isNull _building) then {
if([player,_building] call fnc_isInsideBuilding) then {
//Make sure thate Fire and Building Effect can only appear single Not used at the moment
//if(!_hasfireffect && _fire_factor > _building_factor) then {
@@ -89,7 +96,7 @@ if(!isNull _building) then {
};
//sun
if(daytime > _sunrise && daytime < (24 - _sunrise) && !_raining && overcast <= 0.6 && !_isinbuilding) then {
if (daytime > _sunrise && {daytime < (24 - _sunrise)} && {!_raining} && {overcast <= 0.6} && {!_isinbuilding}) then {
/*Mathematic Basic
t = temperature effect
@@ -116,68 +123,92 @@ if(daytime > _sunrise && daytime < (24 - _sunrise) && !_raining && overcast <= 0
};
//heatpack
if(r_player_warming_heatpack select 0) then {
if (r_player_warming_heatpack select 0) then {
_difference = _difference + _heatpack_factor;
if ((diag_tickTime - (r_player_warming_heatpack select 1)) >= r_player_warming_heatpack_time) then {
r_player_warming_heatpack = [false,0];
};
};
//warm clothes
if ((typeOf player) in DZE_WarmClothes) then {
if (DZE_SnowFall) then {_warm_clothes = _warm_clothes + 14;};
_difference = _difference + _warm_clothes;
};
//NEGATIVE EFFECTS
//water
if((surfaceIsWater getPosATL player || dayz_isSwimming) && !_isinvehicle) then {
_difference = _difference - _water_factor;
if !(_isinvehicle) then {
//diag_log format["water - %1",_difference];
};
//water
if ((surfaceIsWater getPosATL player) || dayz_isSwimming) then {
_difference = _difference - _water_factor;
//rain
if(_raining && !_isinvehicle && !_isinbuilding) then {
_difference = _difference - (rain * _rain_factor);
//diag_log format["night - %1",_difference];
};
//night
if((daytime < _sunrise || daytime > (24 - _sunrise)) && !_isinvehicle) then {
_daytime = if(daytime < 12) then {daytime + 24} else {daytime};
if(_isinbuilding) then {
_difference = _difference - ((((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor)) / 2;
} else {
_difference = _difference - (((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor);
//diag_log format["water - %1",_difference];
};
//diag_log format["night - %1",_difference];
//night
if((daytime < _sunrise || daytime > (24 - _sunrise)) ) then {
_daytime = if(daytime < 12) then {daytime + 24} else {daytime};
if(_isinbuilding) then {
_difference = _difference - ((((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor)) / 2;
} else {
_difference = _difference - (((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor);
};
//diag_log format["night - %1",_difference];
};
//height
if (overcast >= 0.6) then {
_height_mod = ((getPosASL player select 2) / 100) / 2;
_difference = _difference - _height_mod;
//diag_log format["height - %1",_difference];
};
if !(_isinbuilding) then {
//rain
if(_raining) then {
_difference = _difference - (rain * _rain_factor);
//diag_log format["night - %1",_difference];
};
//wind
if ((wind select 0) > 4 || (wind select 1) > 4) then {
_difference = _difference - _wind_factor;
//diag_log format["Wind - %1",_difference];
};
//Standing cooldown.
if (speed player == 0) then {
_difference = _difference - _stand_factor;
//diag_log format["Standing - %1",_difference];
};
//Snow fall
if (!isNil "snow") then {
_difference = _difference - _snow_factor;
};
};
};
//wind
if(((wind select 0) > 4 || (wind select 1) > 4) && !_isinvehicle && !_isinbuilding ) then {
_difference = _difference - _wind_factor;
//diag_log format["Wind - %1",_difference];
};
//height
if (!_isinvehicle && overcast >= 0.6) then {
_height_mod = ((getPosASL player select 2) / 100) / 2;
_difference = _difference - _height_mod;
//diag_log format["height - %1",_difference];
};
//Standing cooldown.
if ((speed player == 0) && !_isinvehicle && !_isinvehicle && !_isinbuilding) then {
_difference = _difference - _stand_factor;
//diag_log format["Standing - %1",_difference];
};
//Calculate Change Value Basic Factor Looptime Correction Adjust Value to current used temperatur scala
_difference = _difference * SleepTemperatur / (60 / _looptime) * ((dayz_temperaturmax - dayz_temperaturmin) / 100);
_sleepTemperatur = 90 / 100; //First value = Minutes until player reaches the coldest point at night (without other effects! night factor expected to be -1) //TeeChange
_difference = _difference * _sleepTemperatur / (60 / _looptime) * ((dayz_temperaturmax - dayz_temperaturmin) / 100);
if (dayz_temperature_override) then { _difference = 0; if (dayz_temperatur < 37) then { dayz_temperatur = 37; } };
//Change Temperatur Should be moved in a own Function to allow adding of Items which increase the Temp like "hot tea"
r_player_temp_factor = _difference;
dayz_temperatur = (((dayz_temperatur + _difference) max dayz_temperaturmin) min dayz_temperaturmax);
//Add Shivering
// Percent when the Shivering will start
if (dayz_temperatur <= _shivering) then { // if the current players temperature is under 34, to disabled set _shivering to 26.
//CamShake as linear Function Maximum reached when Temp is at temp minimum. First Entry = Max Value
_temp = 0.6 * (dayz_temperaturmin / dayz_temperatur );
addCamShake [_temp,(_looptime + 1),30]; //[0.5,looptime,6] -> Maximum is 25% of the Pain Effect
} else {
addCamShake [0,0,0]; //Not needed at the Moment, but will be necesarry for possible Items
};

View File

@@ -10,8 +10,10 @@ dayz_waterBottleBreaking = false; // Water bottles have a chance to break when b
dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy.
dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance.
dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
DZE_TempVars = [7, 15, 4, 4, 2, 6, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, heatpack, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold.
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false]; //See DynamicWeatherEffects.sqf for info on these values.
DZE_SnowFall = false; //Enables snowfall for Dynamic Weather Effects. Default: false, on all non winter maps. Enabled on all winter maps. _maximumOvercast in DZE_WeatherVariables must be over 0.75. This is set already for all winter maps.
DZE_WarmClothes = []; //Array of warm clothes, type of player model must be added: E.g. ["MVD_Soldier_DZ","GUE_Soldier_2_DZ"];
DZE_TempVars = [7, 15, 4, 4, 2, 6, 8, 3, 2, 0.25, 0.75, 0.5, 12, 33]; //[vehicle, fire, building, moving, sun, heatpack, warm clothes, water, standing, rain, wind, night, snow, shivering] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold. To disable shivering set it to 26.
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100]; //See DynamicWeatherEffects.sqf for info on these values.
DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands.
DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
DZE_DamageBeforeMaint = 0.09; // Min damage built items must have before they can be maintained

View File

@@ -526,7 +526,6 @@ if (!isDedicated) then {
// Survival Variables
SleepFood = 2160; //minutes (48 hours)
SleepWater = 1440; //minutes (24 hours)
SleepTemperatur = 90 / 100; //First value = Minutes until player reaches the coldest point at night (without other effects! night factor expected to be -1) //TeeChange
// GUI
Dayz_GUI_R = 0.38; // 0.7 .38

View File

@@ -21,6 +21,8 @@ _initialWind = [-1, -1];
_initialSnow = 1;
_debug = false;
//Snowfall example: DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0.5, 1, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100];
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// The following variables can be changed to tweak weather behaviour

View File

@@ -1,3 +0,0 @@
//cold
player_temp_calculation = compile preprocessFileLineNumbers "custom\fn_temperatur.sqf";

View File

@@ -1,158 +0,0 @@
private["_looptime","_pos","_vehicle_factor","_moving_factor","_fire_factor","_rain_factor","_night_factor","_wind_factor","_building_factor","_sun_factor","_water_factor","_difference","_hasfireffect","_isinbuilding","_isinvehicle","_raining","_sunrise","_vel","_speed","_fireplaces","_building","_daytime","_height_mod","_temp"];
_looptime = _this;
//Factors are equal to win/loss of factor*basic value
//All Values can be seen as x of 100: 100 / x = minutes from min temperetaure to max temperature (without other effects)
_vehicle_factor = 4;
_moving_factor = 7;
_fire_factor = 15; //Should be always: _rain_factor + _night_factor + _wind_factor OR higher !
_building_factor = 7;
_sun_factor = 4; //max sunfactor linear over the day. highest value in the middle of the day
_warm_clothes = 22;
_water_factor = -8;
_rain_factor = -3;
_night_factor = -1.5;
_wind_factor = -1;
_snow_factor = -12;
_difference = 0;
_hasfireffect = false;
_isinbuilding = false;
_isinvehicle = false;
_raining = (rain > 0);
_sunrise = call world_sunRise;
//POSITIV EFFECTS
//vehicle
if((vehicle player) != player) then {
_difference = _difference + _vehicle_factor;
_isinvehicle = true;
} else {
//speed factor
private["_vel","_speed"];
_vel = velocity player;
_speed = round((_vel distance [0,0,0]) * 3.5);
_difference = (_moving_factor * (_speed / 20)) min 7;
};
//fire
_pos = [player] call FNC_GetPos;
_fireplaces = nearestObjects [_pos, ["Land_Fire","Land_Campfire"], 8];
if(({inflamed _x} count _fireplaces) > 0 && !_isinvehicle ) then {
//Math: factor * 1 / (0.5*(distance max 1)^2) 0.5 = 12.5% of the factor effect in a distance o 4 meters
_difference = _difference + (_fire_factor /(0.5*((_pos distance (_fireplaces select 0)) max 1)^2));
_hasfireffect = true;
};
//building
_building = nearestObject [_pos, "HouseBase"];
if(!isNull _building) then {
if([player,_building] call fnc_isInsideBuilding) then {
//Make sure thate Fire and Building Effect can only appear single Not used at the moment
//if(!_hasfireffect && _fire_factor > _building_factor) then {
_difference = _difference + _building_factor;
//};
_isinbuilding = true;
dayz_inside = true;
} else {
dayz_inside = false;
};
} else {
dayz_inside = false;
};
//sun
if(daytime > _sunrise && daytime < (24 - _sunrise) && !_raining && overcast <= 0.6 && !_isinbuilding) then {
/*Mathematic Basic
t = temperature effect
a = calcfactor
f = sunfactor
s = sunrise
d = daytime
I: a = f / (12 - s)<29>
II: t = -a * (d - 12)<29> + f
I + II =>
t = -(f / (12 - s)<29>) * (d - 12)<29> + f
Parabel with highest Point( greatest Effect == _sun_factor) always at 12.00
Zero Points are always at sunrise and sunset -> Only Positiv Values Possible
*/
_difference = _difference + (-((_sun_factor / (12 - _sunrise)^2)) * ((daytime - 12)^2) + _sun_factor);
};
if ((typeOf player) == "Sniper1W_DZN") then {
_difference= _difference + _warm_clothes;
};
if ((typeOf player) == "CamoWinterW_DZN") then {
_difference= _difference + _warm_clothes;
};
if ((typeOf player) == "CamoWinter_DZN") then {
_difference= _difference + _warm_clothes;
};
//NEGATIVE EFFECTS
//water
if(surfaceIsWater getPosATL player || dayz_isSwimming) then {
_difference = _difference + _water_factor;
};
//rain
if(_raining && !_isinvehicle && !_isinbuilding) then {
_difference = _difference + (rain * _rain_factor);
};
//snow
if (!isNil "snow" && !_isinvehicle && !_isinbuilding) then {
_difference = _difference + _snow_factor;
};
//night
if((daytime < _sunrise || daytime > (24 - _sunrise)) && !_isinvehicle) then {
_daytime = if(daytime < 12) then {daytime + 24} else {daytime};
if(_isinbuilding) then {
_difference = _difference + ((((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor)) / 2;
} else {
_difference = _difference + (((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor);
};
};
//wind
if(((wind select 0) > 4 || (wind select 1) > 4) && !_isinvehicle && !_isinbuilding ) then {
_difference = _difference + _wind_factor;
};
//height
if (!_isinvehicle && overcast >= 0.6) then {
_height_mod = ((getPosASL player select 2) / 100) / 2;
_difference = _difference - _height_mod;
};
//Calculate Change Value Basic Factor Looptime Correction Adjust Value to current used temperatur scala
_difference = _difference * SleepTemperatur / (60 / _looptime) * ((dayz_temperaturmax - dayz_temperaturmin) / 100);
//Change Temperatur Should be moved in a own Function to allow adding of Items which increase the Temp like "hot tea"
dayz_temperatur = (((dayz_temperatur + _difference) max dayz_temperaturmin) min dayz_temperaturmax);
//Add Shivering
// Percent when the Shivering will start
if(dayz_temperatur <= (0.600 * (dayz_temperaturmax - dayz_temperaturmin) + dayz_temperaturmin)) then {
//CamShake as linear Function Maximum reached when Temp is at temp minimum. First Entry = Max Value
_temp = 0.6 * (dayz_temperaturmin / dayz_temperatur );
addCamShake [_temp,(_looptime + 1),30]; //[0.5,looptime,6] -> Maximum is 25% of the Pain Effect
} else {
addCamShake [0,0,0]; //Not needed at the Moment, but will be necesarry for possible Items
};