Fix loot spawn + BIS_air_destruction

This commit is contained in:
icomrade
2014-03-21 18:19:21 -04:00
parent e2b95634e3
commit 6c360073c2
11 changed files with 335 additions and 211 deletions

View File

@@ -1,69 +1,144 @@
private["_fl","_sm","_expl","_dr","_tv","_i","_wave","_splash","_velz","_v","_int","_t","_pos"];
private ["_fl","_sm","_expl","_dr","_tv","_i","_wave","_splash","_velz","_v","_int","_t","_pos"];
_v=_this select 0;
_int=(fuel _v)*(8+random 2);
_int = (fuel _v)*(8+random 2);
_t=time;
if (!isDedicated) then {
_fl="#particlesource" createVehicleLocal getPosATL _v;
_fl attachto [_v,[0,0,0],"destructionEffect2"];
_fl setParticleRandom [0.3,[1,1,0],[0,0,0],0,0.3,[0,0,0,0],0,0];
_fl setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal",16,10,32],"","Billboard",1,2,"destructionEffect2",[0,0,5],0,10,7.9,0.075,[4,7,9,10],[[1,1,1,-1],[1,1,1,-1],[1,1,1,-1],[1,1,1,-0.5],[1,1,1,-0]],[1,0.5],1,0,"","",_v];
_fl setDropInterval 1;
_sm="#particlesource" createVehicleLocal getPosATL _v;
_sm attachto [_v,[0,0,0],"destructionEffect1"];
_sm setParticleRandom [2,[2,2,0],[0,0,0],0,0.3,[0,0,0,0.1],0,0];
_sm setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal",16,7,48],"","Billboard",1,5,"destructionEffect1",[0,0,5],0,10,7.9,0.075,[4,8,12,14],[[0.3,0.3,0.3,1],[0.45,0.45,0.45,1],[0.6,0.6,0.6,0.6],[0.7,0.7,0.7,0.25],[1,1,1,0]],[0.8,0.3,0.25],1,0,"","",_v];
_sm setDropInterval 1;
};
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
_fl = "#particlesource" createVehicleLocal getPosATL _v;
_fl attachto [_v,[0,0,0],"destructionEffect2"];
_fl setParticleRandom [0.3, [1, 1, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
_fl setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 1, 2, "destructionEffect2",
[0, 0, 5], 0, 10, 7.9, 0.075, [4,7,9,10], [[1, 1, 1, -1], [1, 1, 1, -1],
[1, 1, 1, -1], [1, 1, 1, -0.5], [1, 1, 1, -0]], [1,0.5], 1, 0, "", "", _v];
_fl setDropInterval 1;
_sm = "#particlesource" createVehicleLocal getPosATL _v;
_sm attachto [_v,[0,0,0],"destructionEffect1"];
_sm setParticleRandom [2, [2, 2, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0.1], 0, 0];
_sm setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 5, "destructionEffect1",
[0, 0, 5], 0, 10, 7.9, 0.075, [4,8,12,14], [[0.3, 0.3, 0.3, 1],
[0.45, 0.45, 0.45, 1],[0.6, 0.6, 0.6, 0.6], [0.7, 0.7, 0.7, 0.25], [1, 1, 1, 0]], [0.8,0.3,0.25], 1, 0, "", "", _v];
_sm setDropInterval 1;
}; // end of dedicated check
_i=0;
_dr=0.2;
_tv=11;
removeAllWeapons _v;
if (local _v AND {(_v isKindOf "Air")}) then {
_expl=createVehicle ["HelicopterExploSmall",(getPosATL _v),[],0,"CAN_COLLIDE"];
};
if (!isDedicated) then {
while{_i<1200 && ((velocity _v select 2) < -20||(getPosATL _v select 2) > 8) && !(alive _v) && !(isnull _v) && (getPosATL _v select 2) > 1} do {
_tv=abs(velocity _v select 0)+abs(velocity _v select 1)+abs(velocity _v select 2);
_dr=if(_tv>2)then{1/_tv}else{1};
_fl setDropInterval _dr;
_sm setDropInterval _dr;
_i=_i+1;
sleep 0.2;
};
//Remove weapons/ammo to prevent explosion. Script will create its own explosions (doesnt work?)
removeallweapons _v;
if (local _v) then {_expl=createVehicle ["HelicopterExploSmall", (getPosATL _v), [], 0, "CAN_COLLIDE"];};
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
while {_i <1200 && ((velocity _v select 2)<-20 || (getPosATL _v select 2)>8) && !(alive _v) && !(isnull _v) && (getPosATL _v select 2)>1} do
{
_tv=abs(velocity _v select 0)+abs(velocity _v select 1)+abs(velocity _v select 2);
if (_tv>2) then {_dr=1/_tv} else {_dr=1};
_fl setDropInterval _dr;
_sm setDropInterval _dr;
_i=_i+1;
sleep 0.2;
};
}; // end of dedicated check
_pos=getPosATL _v;
clearVehicleInit _v;
if (!isDedicated) then {
deletevehicle _fl;
deletevehicle _sm;
};
if (surfaceiswater(_pos) && (_pos select 2) < 9) then {
if (!isDedicated) then {
_wave="#particlesource" createVehicleLocal getPosATL _v;
_wave attachto [_v,[0,0,0],"destructionEffect1"];
_wave setParticleRandom [0.3,[1,1,0],[0.5,0.5,0],0,0.3,[0,0,0,0],0,0];
_wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal",16,12,13,0],"","Billboard",1,1.6,"destructionEffect1",[0,0,0],0,10,7.9,0.075,[3,8],[[0.7,0.8,1,0.6],[0.85,0.9,1,0.0]],[1000],1,0,"","",_v];
_wave setparticlecircle [2,[0,16,0]];
_wave setDropInterval 0.0015;
_splash="#particlesource" createVehicleLocal getPosATL _v;
_splash attachto [_v,[0,0,0],"destructionEffect1"];
_splash setParticleRandom [2,[2,2,0],[2,2,7],0,0.5,[0,0,0,0],0,0];
_splash setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal",16,13,6,0],"","Billboard",1,4,"destructionEffect1",[0,0,0],0,30,7.9,0.075,[8,15],[[0.7,0.7,0.7,1],[1,1,1,0]],[1000],1,0,"","",_v];
_splash setparticlecircle [2,[0,3,15]];
_splash setDropInterval 0.002;
sleep 0.2;
deletevehicle _wave;
deletevehicle _splash;
};
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
deletevehicle _fl;deletevehicle _sm;
}; // end of dedicated check
if (surfaceiswater(_pos) && (_pos select 2)<9 ) then
{
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
_wave = "#particlesource" createVehicleLocal getPosATL _v;
_wave attachto [_v,[0,0,0],"destructionEffect1"];
_wave setParticleRandom [0.3, [1, 1, 0], [0.5, 0.5, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
_wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 1, 1.6, "destructionEffect1",
[0, 0, 0], 0, 10, 7.9, 0.075, [3,8],
[[0.7,0.8,1,0.6],[0.85,0.9,1,0.0]], [1000], 1, 0, "", "", _v];
_wave setparticlecircle [2,[0,16,0]];
_wave setDropInterval 0.0015;
_splash = "#particlesource" createVehicleLocal getPosATL _v;
_splash attachto [_v,[0,0,0],"destructionEffect1"];
_splash setParticleRandom [2, [2, 2, 0], [2, 2, 7], 0, 0.5, [0, 0, 0, 0], 0, 0];
_splash setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 6, 0], "", "Billboard", 1, 4, "destructionEffect1",
[0, 0, 0], 0, 30, 7.9, 0.075, [8,15],
[[0.7,0.7,0.7,1],[1,1,1,0]], [1000], 1, 0, "", "", _v];
_splash setparticlecircle [2,[0,3,15]];
_splash setDropInterval 0.002;
sleep 0.2;
deletevehicle _wave;deletevehicle _splash;
}; // end of dedicated check
/*
if (local _v) then
{
_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
if (_wreck!="") then
{
_pos = getpos _v;
_dir = vectordir _v;
_vecUp = vectorup _v;
_vel = velocity _v;
clearvehicleinit _v;
_crw= crew _v;
clearvehicleinit _v;
deleteVehicle _v;
_v =(_wreck) createvehicle _pos;
{_x moveincargo _v} foreach _crw;
_v setVectorDirAndUp [_dir,_vecUp];
_v setFuel 0;
_v setdamage 0;
_v setvelocity _vel;
//Send to garbage collecter so wreck can be deleted later
[_v] call BIS_GC_trashItFunc;
};
}; */
}
else {
if (local _v) then {
else
{
if (local _v) then
{
//_velx = velocity _v select 0; _velx = _velx / 4;
//_vely = velocity _v select 1; _vely = _vely / 4;
_velz=velocity _v select 2;
if (_velz>1) then {
_v setvelocity [velocity _v select 0,velocity _v select 1,0]
};
_expl=createVehicle ["HelicopterExploBig",[_pos select 0,_pos select 1,(_pos select 2)+1],[],0,"CAN_COLLIDE"];
if (_velz>1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]};
_expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"];
sleep 0.05;
["AirDestructionStage2",_v,_int,_t] call BIS_Effects_globalEvent;
/*
_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
if (_wreck!="") then
{
_pos = getpos _v;
_dir = vectordir _v;
_vecUp = vectorup _v;
_vel = velocity _v;
_crw= crew _v;
clearvehicleinit _v;
deleteVehicle _v;
_v =(_wreck) createvehicle _pos;
{_x moveincargo _v} foreach _crw;
//sleep 0.05;
_v setvelocity _vel;
//_v setPos _pos;
_v setvectordir (_dir);
_v setvectorup _vecUp;
_v setFuel 0;
_v setdamage 0;
}; */
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_AirDestructionStage2",_int, _t];
//processInitCommands; //ClearvehicleInit done at end of burn script
["AirDestructionStage2", _v, _int, _t] call BIS_Effects_globalEvent;
};
};

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@@ -1,58 +1,87 @@
private ["_v","_pos", "_int","_t","_smoke","_fire","_dirt","_i","_xv","_yv","_zv","_dir","_Crater","_speed","_velz","_tv","_dr"];
_v=_this select 0;
_int=_this select 1;
private ["_dr","_pos","_xv","_yv","_dir","_Crater","_speed","_velz","_tv","_zv","_i","_smoke","_fire","_dirt","_v","_int","_t"];
_v = _this select 0;
_int = _this select 1;
_t=_this select 2;
_pos=getPosATL _v;
if (!isDedicated) then {
_smoke="#particlesource" createVehicleLocal _pos;
_smoke attachto [_v,[0,0,0],"destructionEffect1"];
_smoke setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,7,48],"","Billboard",1,15,[0,0,0],[0,0,0],1,1.275,1,0,[8,14],[[0.1,0.1,0.1,1],[0.1,0.1,0.1,0]],[0.5],0.1,0.1,"","",_v];
_smoke setParticleRandom [4,[2,2,2],[0,0,0],0,0,[0,0,0,0],0,0];
_smoke setDropInterval 0.02;
_fire="#particlesource" createVehicleLocal _pos;
_fire attachto [_v,[0,0,0],"destructionEffect2"];
_fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,80],"","Billboard",1,2,[0,1,0],[0,0,0],1,1.275,1,0,[7,13],[[1,1,1,-1],[1,1,1,0]],[0.5],0.01,0.01,"","",_v,360];
_fire setParticleRandom [0.5,[0.5,0.5,0.5],[0,0,0],0,0,[0,0,0,0],0,0];
_fire setDropInterval 0.01;
_dirt="#particlesource" createVehicleLocal _pos;
_dirt attachto [_v,[0,0,0],"destructionEffect1"];
_dirt setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,9,0],"","Billboard",1,5,[0,0,0],[0,0,5],0,5,1,0,[10,20],[[0.1,0.1,0.1,1],[0.1,0.1,0.1,0.7],[0.1,0.1,0.1,0]],[1000],0,0,"","",_v,360];
_dirt setParticleRandom [0,[1,1,1],[1,1,2.5],0,0,[0,0,0,0.5],0,0];
_dirt setDropInterval 0.05;
// Particle effects
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
_smoke = "#particlesource" createVehicleLocal _pos;
_smoke attachto [_v,[0,0,0],"destructionEffect1"];
_smoke setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,7,48],
"", "Billboard", 1, 15, [0, 0, 0], [0, 0, 0], 1, 1.275, 1, 0, [8,14],
[[0.1,0.1,0.1,1],[0.1,0.1,0.1,0]], [0.5], 0.1, 0.1, "", "", _v];
//_smoke setParticleCircle [2,[0,0,0]];
_smoke setParticleRandom [4, [2, 2, 2], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_smoke setDropInterval 0.02;
_fire = "#particlesource" createVehicleLocal _pos;
_fire attachto [_v,[0,0,0],"destructionEffect2"];
/*_fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,32], "", "Billboard", 1, 1, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [10,15],
[[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360]; */
_fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,80],
"", "Billboard", 1, 2, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [7,13],
[[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360];
_fire setParticleRandom [0.5, [0.5, 0.5, 0.5], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_fire setDropInterval 0.01;
/*
_shards = "#particlesource" createVehicleLocal _pos;
//_shards attachto [_v,[0,0,0],"destructionEffect1"];
_shards setParticleParams [["\CA\Data\ParticleEffects\Shard\shard",1,0,1], "", "SpaceObject", 1, 60, [0, 0, 0], [0, 0, 0], 0, 1.275, 1, 0, [1,1],
[[1,1,1,1]], [0.5], 0, 0, "", "", _v];
_shards setParticleRandom [30, [1, 1, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_shards setParticleCircle [2,[0.001,0.001,-0.001]];
_shards setDropInterval 0.05;
*/
_dirt = "#particlesource" createVehicleLocal _pos;
_dirt attachto [_v,[0,0,0],"destructionEffect1"];
_dirt setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,9,0], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 5], 0, 5, 1, 0, [10,20],
[[0.1,0.1,0.1,1],[0.1,0.1,0.1,0.7],[0.1,0.1,0.1,0]], [1000], 0, 0, "", "", _v,360];
_dirt setParticleRandom [0, [1, 1, 1], [1, 1, 2.5], 0, 0, [0, 0, 0, 0.5], 0, 0];
_dirt setDropInterval 0.05;
//creating ground craters
_i=0;
while {(speed _v) > 0.1} do {
while {(speed _v) > 0.1} do
{
_pos=getPosATL _v;
_xv=velocity _v select 0;
_yv=velocity _v select 1;
_zv=velocity _v select 2;
_dir=abs(_xv atan2 _yv);
_Crater="CraterLong"createvehiclelocal [_pos select 0,_pos select 1,0];
_Crater setdir (_dir+(180*_i));
_Crater setpos [_pos select 0,_pos select 1,0];
_Crater setPos [_pos select 0,_pos select 1,((0-_i)/13)];
_speed=(speed _v);
_dir = abs(_xv atan2 _yv);
_Crater= "CraterLong" createvehiclelocal [_pos select 0, _pos select 1, 0];
_Crater setdir (_dir + (180 * _i));
_Crater setpos [_pos select 0, _pos select 1, 0];
_Crater setPos [_pos select 0, _pos select 1, ((0 - _i)/13)]; //all setpos commands so it is placed correctly on sloped terrain
_speed = (speed _v);
_velz=velocity _v select 2;
if (_velz>1) then {
_v setvelocity [_xv/1.3,_yv/1.3,0]
}
else{
_v setvelocity [_xv/1.2,_yv/1.2,velocity _v select 2]
};
if (_velz>1) then {_v setvelocity [_xv/1.3,_yv/1.3,0]}
else {_v setvelocity [_xv/1.2,_yv/1.2,velocity _v select 2]};
_tv=abs(_xv)+abs(_yv)+abs(_zv);
_dr=if(_tv>2) then {1/_tv}else{1};
if (_tv>2) then {_dr=1/_tv} else {_dr=1};
_smoke setDropInterval _dr*1.5;
_fire setDropInterval _dr*1.5;
_dirt setDropInterval _dr;
sleep (0.25-(_speed/1000));
_i=_i+1;
//_shards setDropInterval _dr;
sleep (0.25 - (_speed / 1000));
_i = _i + 1;
};
deleteVehicle _smoke;
deleteVehicle _fire;
deleteVehicle _dirt;
};
deleteVehicle _smoke;
deleteVehicle _fire;
//deleteVehicle _shards;
deleteVehicle _dirt;
}; // end of dedicated check
_v setvelocity [0,0,-0.1];
if (local _v) then {
["Burn",_v,_int,_t] call BIS_Effects_globalEvent;
if (local _v) then
{
//_v setVehicleInit format ["[this, %1, %2,false,true]spawn BIS_Effects_Burn",_int, _t];
//processInitCommands; //ClearvehicleInit done at end of burn script
["Burn", _v, _int, _t] call BIS_Effects_globalEvent;
[_v,_int,false] spawn BIS_Effects_Secondaries;
};
sleep 0.5;

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@@ -1,5 +1,5 @@
[] spawn {
while {true} do {
while {1 == 1} do {
waitUntil {((isNil "BIS_Effects_Rifle") OR {(count(toArray(str(BIS_Effects_Rifle)))!=7)})};
diag_log "Res3tting B!S effects...";
/* BIS_Effects_* fixes from Dwarden */

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@@ -1,19 +1,34 @@
private ["_v","_int","_t","_b"];
_v=_this select 0;
if (_v isKindOf "Helicopter"||_v isKindOf "Plane") then {
["AirDestruction",_v] call BIS_Effects_globalEvent;
};
if (_v isKindOf "Tank") then {
_int=(fuel _v)*(2+random 2);
_t=time;
[_v,_int] spawn BIS_Effects_Secondaries;
};
if (_v isKindOf "Car"||_v isKindOf "Ship") then {
_int=(fuel _v)*(2+random 1);
_t=time;
[_v,_int] spawn BIS_Effects_Secondaries;
if ((random _int)>2.2) then {
_b = createVehicle ["SmallSecondary",(getPosATL _v),[],0,"CAN_COLLIDE"];
if (_v iskindof "helicopter" || _v iskindof "plane")
then
{
//_v setVehicleInit "[this] spawn BIS_Effects_AirDestruction";
//processInitCommands; //ClearvehicleInit done at end of burn script
["AirDestruction", _v] call BIS_Effects_globalEvent;
};
if (_v iskindof "tank")
then
{
_int = (fuel _v)*(2+random 2);
_t = time;
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t]; - disabled to prepaire for move into engine
//processInitCommands; //ClearvehicleInit done at end of burn script
[_v,_int] spawn BIS_Effects_Secondaries;
};
if (_v iskindof "car" || _v iskindof "ship")
then
{
_int = (fuel _v)*(2 + random 1);
_t = time;
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn; ",_int, _t]; - disabled to prepaire for move into engine
//processInitCommands; //ClearvehicleInit done at end of burn script
[_v,_int] spawn BIS_Effects_Secondaries;
//Possible initial explosion
if ((random _int)>2.2) then
{
_b = createVehicle ["SmallSecondary", (getPosATL _v), [], 0, "CAN_COLLIDE"];
};
};
};

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@@ -1,22 +1,27 @@
private ["_v","_int","_list","_lifecheck","_effect2pos","_t"];
//Small secondary fuel explosions
//By Maddmatt for ArmA 2
_v=_this select 0;
_int=_this select 1;
_list=[];
_lifecheck=true;
if (count _this > 2) then {
_lifecheck=_this select 2
};
_int=_int min 3;
if (!((_v isKindOf "Air") OR {((_v isKindOf "LandVehicle") OR {(_v isKindOf "Ship")})}))exitWith{};
_effect2pos=_v selectionposition"destructionEffect2";
while {_int>1} do {
_int=_int-1;
_t=(random 45)+1;
_list=_list+[_t];
};
//if true then script will only run while unit is 'dead'
if (count _this > 2) then {_lifecheck=_this select 2};
_int = _int min 3;
if (!((_v isKindOf "Air")OR{((_v isKindOf "LandVehicle")OR{(_v isKindOf "Ship")})})) exitWith {};
_effect2pos = _v selectionposition "destructionEffect2";
//Generate intervals between explosions
while {_int>1} do
{
_int=_int-1;_t=(random 45)+1;_list=_list+[_t];
};
{
sleep _x;
if ((_lifecheck && (alive _v))||(isnull _v)||(((getposASL _v)select 2) < 0))exitwith{};
if((_lifecheck&&(alive _v))||(isnull _v)||(((getposASL _v)select 2)<0))exitwith{};
"SmallSecondary" createvehicle(_v modelToWorld _effect2pos);
}foreach (_list);
}foreach(_list);