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4 Commits

Author SHA1 Message Date
d946170831 skip large blue spark on objects 2024-02-10 20:48:36 -08:00
ba708a8aa9 mostly working 2024-02-10 16:13:42 -08:00
032377d7f6 still testing 2024-02-09 21:37:59 -08:00
e0e06eff5e add emp functionality 2024-02-08 19:43:55 -08:00
58 changed files with 1071 additions and 661 deletions

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@@ -1,71 +0,0 @@
name: Generate testing snapshot
on:
push:
branches: [develop]
jobs:
Clean:
name: Create testing release
runs-on: windows
steps:
- name: Diagnostics
run: |
echo "repository: ${{ gitea.repository }}"
echo "ref: ${{ gitea.ref }}"
echo "ref_name: ${{ gitea.ref_name }}"
echo "sha: ${{ gitea.sha }}"
echo "api_url: ${{ gitea.api_url }}"
echo "workflow: ${{ gitea.workflow }}"
- name: Checkout framework
uses: actions/checkout@v3
with:
path: MissionFramework
- name: Clean framework
run: |
Remove-Item -Recurse MissionFramework\aaFrameworkUtils
Remove-Item -Recurse MissionFramework\framework\x
Remove-Item -Recurse MissionFramework\.git*
- name: Backup artifacts from runner
uses: actions/upload-artifact@v3
with:
name: framework-test-snapshot
path: MissionFramework
- name: Create archive
run: Compress-Archive MissionFramework framework-test-snapshot.zip
- name: Delete old testing-release release
run: |
$headers = @{
"accept" = "application/json"
"Authorization" = "token ${{secrets.RELEASE_TOKEN}}"
}
Invoke-WebRequest -Uri "${{ gitea.api_url }}/repos/${{ gitea.repository }}/releases/tags/testing-release" -Method Delete -Headers $headers
- name: Delete old testing-release tag
run: |
$headers = @{
"accept" = "application/json"
"Authorization" = "token ${{secrets.RELEASE_TOKEN}}"
}
Invoke-WebRequest -Uri "${{ gitea.api_url }}/repos/${{ gitea.repository }}/tags/testing-release" -Method Delete -Headers $headers
- name: Create new testing-release tag
run: |
$headers = @{
"accept" = "application/json"
"Authorization" = "token ${{secrets.RELEASE_TOKEN}}"
}
Invoke-WebRequest -Uri "${{ gitea.api_url }}/repos/${{ gitea.repository }}/tags" -Method Post -Headers $headers -ContentType "application/json" -Body "{`"message`": `"testing-release`", `"tag_name`": `"testing-release`", `"target`": `"${{ gitea.sha }}`"}"
- name: Create new testing-release
uses: https://gitea.com/actions/gitea-release-action@v1.1.6
with:
tag_name: 'testing-release'
name: 'testing-release'
prerelease: true
files: |-
framework-test-snapshot.zip

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@@ -14,8 +14,6 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
- Added various framework utitily functions
- Added ability for mission maker to allow spawning of resupply boxes from arsenal boxes
- Added CBA settings for resupply box spawning
- Added additional vehicle flags
- Addded Zeus module to fill vehicle ace cargo inventory with tracks/tires
### Changed

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@@ -1,39 +0,0 @@
// This contains custom definitions for leaflets. It is not required to set this up, but you're welcome to if you want to use them.
// To use this, configure one or more of the below. Then use the pylon editor of a drone in EDEN to add the appropriate magazine type (like 1Rnd_Leaflets_Custom_01_F) to the drone. Then, when the drone is flying, do `drone1 fire "1Rnd_Leaflets_Custom_01_F";` to drop the leaflets. The leaflet will then be shown in the world, and can be picked up by players to read the text and see the image.
class Custom_01 // configuration for 1Rnd_Leaflets_Custom_01_F
{
text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
texture = "images\leaflets\leaflet_custom_01.paa"; // leaflet texture shown when previewing the leaflet full-screen
};
class Custom_02 // configuration for 1Rnd_Leaflets_Custom_02_F
{
text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
texture = "images\leaflets\leaflet_custom_02.paa"; // leaflet texture shown when previewing the leaflet full-screen
};
class Custom_03 // configuration for 1Rnd_Leaflets_Custom_03_F
{
text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
texture = "images\leaflets\leaflet_custom_03.paa"; // leaflet texture shown when previewing the leaflet full-screen
};
class Custom_04 // configuration for 1Rnd_Leaflets_Custom_04_F
{
text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
texture = "images\leaflets\leaflet_custom_04.paa"; // leaflet texture shown when previewing the leaflet full-screen
};
class Custom_05 // configuration for 1Rnd_Leaflets_Custom_05_F
{
text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
texture = "images\leaflets\leaflet_custom_05.paa"; // leaflet texture shown when previewing the leaflet full-screen
};
class Custom_06 // configuration for 1Rnd_Leaflets_Custom_06_F
{
text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
texture = "images\leaflets\leaflet_custom_06.paa"; // leaflet texture shown when previewing the leaflet full-screen
};

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@@ -1,11 +0,0 @@
// This file's contents will be included in the mission's CfgFunctions section, and serves to give you a place to define custom functions from files you've placed in /scripts.
class milsim_scripts {
class functions {
file = "scripts";
// Add your custom functions here, like so:
// class init {postInit = 1;}; // refers to scripts/fn_init.sqf. postInit=1 means it will be run on each machine when they're done loading the mission.
// class customFunction1 {}; // refers to the file scripts/fn_customFunction1.sqf, and is called as milsim_scripts_fnc_customFunction1
// class customFunction2 {}; // refers to the file scripts/fn_customFunction2.sqf, and is called as milsim_scripts_fnc_customFunction2
};
};

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@@ -89,17 +89,22 @@ minPlayerDistance = 500;
//-------------------------------------------BASE SETTINGS---------------------------------------------------------------//
class Params {};
class Params
{
};
// CfgFunctions
class CfgFunctions {
#include "framework\CfgFunctions.hpp"
#include "custom_scripts.hpp"
};
class CfgLeaflets {
#include "custom_leaflets.hpp"
class CfgSounds {
#include "framework\emp\CfgSounds.hpp"
};
class CfgDebriefingSections {
class acex_killTracker {
title = "Acex Killed Events";

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@@ -5,10 +5,9 @@ class DOUBLES(PREFIX,init) {
file = "framework\init\functions";
class initServer { postInit = 1;};
class initClient { postInit = 1;};
class setDefaults {};
class addAARChatHandler {};
class addRespawnChatHandler {};
class checkMissionSettings {};
class setDefaults { postInit = 1; };
class addAARChatHandler { postInit = 1; };
class addRespawnChatHandler { postInit = 1; };
};
};
@@ -23,16 +22,10 @@ class PREFIX {
class DOUBLES(PREFIX,client) {
class functions {
file = "framework\client\functions";
class initClient {};
class addMicroDAGRWaypoints {};
class addZenModules {};
class bindEventHandlers {};
class bindUnconsciousListener {};
class bindVehicleActions {};
class addGetNearMenPFH {};
class addDraw3DPFH {};
class registerPFHCode {};
class clearPFHCode {};
class bindEmptyGroupGarbageCleanup { postInit = 1; };
class bindEventHandlers { postInit = 1; };
class bindVehicleActions { postInit = 1; };
class addZenModules {postInit = 1;};
};
};
@@ -40,22 +33,44 @@ class DOUBLES(PREFIX,common) {
class functions {
file = "framework\common\functions";
class addCBASettings { preInit = 1; };
class logMissionInfo {};
class addPlayerInfoToArray {};
class checkPlayerInventory {};
class createOrUpdateDiaryRecord {};
class draw3DIconStatus {};
class getApprovedAssetsCfg {};
class getBattalionCfg {};
class getNameOfBase {};
class getNearestBase {};
class log {};
class logMissionInfo {};
class checkPlayerInventory {};
class logSettingChanged {};
class padString {};
class recurseSubclasses {};
};
};
class DOUBLES(PREFIX,emp) {
class functions {
file = "framework\emp\functions";
// class addCBASettings {preInit=1;};
class init {};
class addACEActions {};
class applyLocalObjectEffects {};
class applyLocalGroupEffects {};
class applyGlobalObjectEffects {};
class applyServerObjectEffects {};
class deploy {};
class getObjectsAndGroupsToAffect {};
class playLocalEffects {};
class playLocalEffectsForObject {};
class isItemElectronic {};
class removeUnitElectricInventoryItems {};
class removeVehicleElectricInventoryItems {};
};
};
class DOUBLES(PREFIX,fbcb2_assets) {
class functions {
file = "framework\fbcb2_assets\functions";
@@ -111,14 +126,13 @@ class DOUBLES(PREFIX,performance) {
class functions {
file = "framework\performance\functions";
class addCBASettings {preInit=1;};
class addDNI_PlayerFPS {postInit = 1;};
class addDNI_PlayerFPS { postInit = 1; };
// PFHs managed in addCBASettings onChange code
class addClientStatsPFH {};
class calculateClientStats {};
class addServerStatsPFH {};
class calculateServerStats {};
class addEmptyGroupCleanupPFH {};
};
};
@@ -161,7 +175,8 @@ class DOUBLES(PREFIX,triageIcons) {
file = "framework\triageIcons\functions";
class addCBASettings {preInit=1;};
class initClient {};
class draw3D {};
class addDrawIconsPFH {};
class addGetEntitiesPFH {};
class updateColors {};
};
};
@@ -170,8 +185,6 @@ class DOUBLES(PREFIX,vehicleFlags) {
class functions {
file = "framework\vehicleFlags\functions";
class initClient {};
class addFlagActions {};
class draw3D {};
class getActionsFlagCategories {};
class getVehicleFlagsCfg {};
class isClassExcluded {};

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@@ -1,10 +0,0 @@
#include "..\script_component.hpp"
if (!isNil QGVAR(draw3DPFH)) then {
[GVAR(draw3DPFH)] call CBA_fnc_removePerFrameHandler;
};
// add pfh that processes queued code
GVAR(draw3DPFH) = [{
{call _x; true;} count (localNamespace getVariable [QGVAR(pfhCode), []]);
}, 0] call CBA_fnc_addPerFrameHandler;

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@@ -1,17 +0,0 @@
#include "..\script_component.hpp"
// subroutine to gather nearest 50 units every 5 seconds and store in GVAR(nearMen)
// cleanup
if (!isNil QGVAR(getNearMenPFH)) then {
[GVAR(getNearMenPFH)] call CBA_fnc_removePerFrameHandler;
};
// add pfh
GVAR(getNearMenPFH) = [{
localNamespace setVariable [
QGVAR(nearMen),
(nearestObjects [player,["Man"],50,false]) select {
!isNull _x &&
player isNotEqualTo _x
}
];
}, 1] call CBA_fnc_addPerFrameHandler;

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@@ -1,76 +0,0 @@
#include "..\script_component.hpp"
// adds default base locations to players' microDAGR as waypoints
if (!hasInterface) exitWith {};
[{!isNull player}, {
// add base locations (respawn modules)
{
private _wpName = [_x] call EFUNC(common,getNameOfBase);
private _posASL = getPosASL _x;
[_wpName, _posASL] call ace_microdagr_fnc_deviceAddWaypoint;
} forEach GVARMAIN(baseObjects);
// add custom waypoints from mission_settings.hpp
private _customWaypoints = [missionConfigFile >> "custom_microdagr_waypoints", "ARRAY", []] call CBA_fnc_getConfigEntry;
{
_x params [
["_wpName", ""],
["_pos", [0, 0, 0], [[], ""]],
["_object", "", [""]]
];
private _realPos = nil;
// if pos was provided, process
if (count _pos >= 2) then {
switch (typeName _pos) do {
case "ARRAY": {
// pos is provided as an array
_realPos = _pos select [0, 2];
_realPos set [2, getTerrainHeightASL _realPos];
};
case "STRING": {
// pos is provided as a string
_realPos = [_pos, true] call ACE_common_fnc_getMapPosFromGrid;
_realPos set [2, getTerrainHeightASL _realPos];
};
default {
[
LEVEL_WARNING,
QUOTE(COMPONENT),
format["Invalid position for custom microDAGR waypoint: %1", _wpName],
[["name", _wpName], ["pos", _pos], ["object", _object]]] call EFUNC(common,log);
continue;
};
};
};
// if object was provided, process and override any pos
if (count _object > 0) then {
// object is provided as a string variable name
private _realObject = missionNamespace getVariable _object;
if (isNull _realObject) then {
[
LEVEL_WARNING,
QUOTE(COMPONENT),
format["Invalid object for custom microDAGR waypoint: %1", _wpName],
[["name", _wpName], ["pos", _pos], ["object", _object]]] call EFUNC(common,log);
continue;
};
_realPos = getPosASL (missionNamespace getVariable _object);
};
if (isNil "_realPos") then {
[
LEVEL_WARNING,
QUOTE(COMPONENT),
format["Invalid waypoint position for custom microDAGR waypoint: %1", _wpName],
[["name", _wpName], ["pos", _pos], ["object", _object]]] call EFUNC(common,log);
continue;
};
[_wpName, _realPos] call ace_microdagr_fnc_deviceAddWaypoint;
true;
} count _customWaypoints;
}] call CBA_fnc_waitUntilAndExecute;
nil;

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@@ -7,7 +7,7 @@
[]
] call EFUNC(common,log);
GVAR(emptyGroupCleanupPFH) = [
_emptyGroupPFH = [
{
{
if (local _x) then {
@@ -19,7 +19,7 @@ GVAR(emptyGroupCleanupPFH) = [
},
300,
[],
{ // on creation
{
[
LEVEL_INFO,
QUOTE(COMPONENT),
@@ -27,16 +27,15 @@ GVAR(emptyGroupCleanupPFH) = [
[]
] call EFUNC(common,log);
},
{ // on deletion
[
{ [
LEVEL_INFO,
QUOTE(COMPONENT),
"Empty group deletion PFH unloaded",
[]
] call EFUNC(common,log);
},
{ (missionNamespace getVariable [QGVAR(emptyGroupCleanup_enable), false]) },
{ not (missionNamespace getVariable [QGVAR(emptyGroupCleanup_enable), false]) },
{ true },
{ false },
[]
] call CBA_fnc_createPerFrameHandlerObject;

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@@ -2,29 +2,21 @@
if ( !hasInterface ) exitWith {};
["ace_killed", {
params ["_unit", "_causeOfDeath", "_killer", "_instigator"];
if (!local _unit) exitWith {};
if (_causeOfDeath == "respawn_button") then {
private _timeWentUnconscious = _corpse getVariable [QGVARMAIN(lastTimeKnockedOut), -1];
private _durationSpentUnconscious = -1;
if (_timeWentUnconscious > -1) then {
_durationSpentUnconscious = diag_tickTime - _timeWentUnconscious;
player addEventHandler["Respawn",
{
params ["_unit", "_corpse"];
private _killer = _corpse getVariable ["ace_medical_causeOfDeath", "#scripted"];
if (_killer == "respawn_button") then {
[
LEVEL_INFO,
QUOTE(COMPONENT),
"RESPAWNED WHILE UNCONSCIOUS",
[_unit] call EFUNC(common,addPlayerInfoToArray)
] remoteExec [QEFUNC(common,log), 2];
// format["%1 was unconscious then clicked the respawn button", name _unit] remoteExec["systemChat", 0];
};
[
LEVEL_INFO,
QUOTE(COMPONENT),
"RESPAWNED WHILE UNCONSCIOUS",
[_unit, [
["durationSpentUnconscious", _durationSpentUnconscious]
]] call EFUNC(common,addPlayerInfoToArray)
] remoteExec [QEFUNC(common,log), 2];
// format["%1 was unconscious then clicked the respawn button", name _unit] remoteExec["systemChat", 0];
};
}] call CBA_fnc_addEventHandler;
}
];
[

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@@ -1,13 +0,0 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
["ace_medical_knockOut", { // local event that's also used directly by the ACE medical statemachine
private _unit = _this;
_this setVariable [QGVARMAIN(lastTimeKnockedOut), diag_tickTime, true];
}] call CBA_fnc_addEventHandler;
["ace_medical_WakeUp", { // local event that's also used directly by the ACE medical statemachine
private _unit = _this;
_this setVariable [QGVARMAIN(lastTimeKnockedOut), nil, true];
}] call CBA_fnc_addEventHandler;

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@@ -1,5 +0,0 @@
#include "..\script_component.hpp"
localNamespace setVariable [QGVAR(pfhCode), []];
count [];

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@@ -1,28 +0,0 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
call FUNC(addMicroDAGRWaypoints);
call FUNC(addZenModules);
call FUNC(bindEventHandlers);
call FUNC(bindVehicleActions);
localNamespace setVariable [QGVAR(nearMen), []];
call FUNC(addGetNearMenPFH);
localNamespace setVariable [QGVAR(pfhCode), []];
call FUNC(addDraw3DPFH);
// add listener that tracks when the player goes unconscious and saves a variable with time
call FUNC(bindUnconsciousListener);
[
LEVEL_DEBUG,
QUOTE(COMPONENT),
"initClient complete",
[]
] call EFUNC(common,log);
localNamespace setVariable [QGVAR(complete), true];
nil;

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@@ -1,9 +0,0 @@
#include "..\script_component.hpp"
params [["_code", {}, [{}]]];
private _pfhCode = localNamespace getVariable [QGVAR(pfhCode), []];
_pfhCode pushBack _code;
localNamespace setVariable [QGVAR(pfhCode), _pfhCode];
count _pfhCode;

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@@ -1,54 +0,0 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
params [
["_drawTargets", [], [[]]],
["_icon", "", [""]],
["_text", "", [""]],
["_color", [], [[]]]
];
if (count _drawTargets isEqualTo 0) exitWith {};
_cameraPos = positionCameraToWorld [0,0,0];
_cameraPosASL = AGLToASL _cameraPos;
{
_target = _x;
_visible = [objNull, "VIEW"] checkVisibility [_cameraPosASL, eyePos _target];
if ( _visible isEqualTo 0 ) exitWith {};
_objectPos = (_target modelToWorldVisual (_target selectionPosition "pilot"));
_distance = (visiblePosition _target) vectorDiff _cameraPos;
_scale = 0;
_heightOffset = 0;
_heightScaling = 0.012;
if ( _icon isNotEqualTo "") then {
_heightOffset = 0.065;
_scale = 1;
_heightScaling = 0.075;
};
_drawPos = _objectPos vectorAdd [0, 0, (0.18 + _heightOffset) + (vectorMagnitude _distance * _heightScaling)];
drawIcon3D [
_icon,
_color,
_drawPos,
_scale,
_scale,
0,
_text,
2,
0.025
];
true;
} count _drawTargets;
nil

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@@ -24,10 +24,19 @@ if (_logLevel < DEBUG_MODE) exitWith {};
private _hash = createHashMapFromArray _data;
// Replace square brackets with round brackets to avoid parsing issues.
[_message, "]", ")"] call CBA_fnc_replace;
[_message, "[", "("] call CBA_fnc_replace;
_message regexReplace ['(\[)', "("];
_message regexReplace ['(\])', ")"];
private _levelText = switch (_logLevel) do {
case (_logLevel isEqualTo -1) : {"TRACE"};
case (_logLevel isEqualTo 0) : {"DEBUG"};
case (_logLevel isEqualTo 1) : {"INFO"};
case (_logLevel isEqualTo 2) : {"WARN"};
case (_logLevel isEqualTo 3) : {"ERROR"};
default {"INFO"};
};
private _json = [_hash] call CBA_fnc_encodeJSON;
private _log = format ["[%1] [%2] [%3] [%4] :: %5", QUOTE(PREFIX), _component, _fnc_scriptNameParent, _message, _json];
_log = format ["[%1] [%2] [%3] [%4] [%5] :: %6", QUOTE(PREFIX), _component, _fnc_scriptNameParent, _levelText, _message, _json];
diag_log text _log;

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@@ -0,0 +1,37 @@
#include "script_component.hpp"
class GVAR(sound_zap1) {
name = QGVAR(sound_zap1);
sound[] = {"framework\emp\sounds\zap1.wss", db+10, 1};
titles[] = {};
};
class GVAR(sound_zap2) {
name = QGVAR(sound_zap2);
sound[] = {"framework\emp\sounds\zap2.wss", db+10, 1};
titles[] = {};
};
class GVAR(sound_zap3) {
name = QGVAR(sound_zap3);
sound[] = {"framework\emp\sounds\zap3.wss", db+10, 1};
titles[] = {};
};
class GVAR(sound_zap4) {
name = QGVAR(sound_zap4);
sound[] = {"framework\emp\sounds\zap4.wss", db+10, 1};
titles[] = {};
};
class GVAR(sound_electric_explsion_impact_large) {
name = QGVAR(sound_electric_explsion_impact_large);
sound[] = {"framework\emp\sounds\electric_explsion_impact_large.wss", db+750, 1};
titles[] = {};
};
class GVAR(sound_echo3) {
name = QGVAR(sound_echo3);
sound[] = {"framework\emp\sounds\echo3.wss", db+500, 1};
titles[] = {1,""};
};
class GVAR(sound_ecou) {
name = QGVAR(sound_ecou);
sound[] = {"framework\emp\sounds\ecou.wss", db+100, 1};
titles[] = {1,""};
};

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@@ -0,0 +1,38 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
private _rootAction = [
QGVAR(action_deploy),
"Deploy EMP Device",
"",
{
params ["_target", "_player", "_params"];
true;
},
{true},
{
params ["_target", "_player", "_params"];
private _childActions = [];
{
private _radius = _x;
private _action = [
format["%1_%2", QGVAR(action_deploy), _radius],
format["Deploy EMP Device (%1m)", _radius],
"",
{
params ["_target", "_player", "_params"];
_params params ["_radius"];
[GVAR(empDevice1), _radius] call FUNC(deploy);
},
{!isNull (missionNamespace getVariable [QGVAR(empDevice1), objNull]);},
nil,
[_radius]
] call ace_interact_menu_fnc_createAction;
_childActions pushBack [_action, [], _target];
false
} count [100,500,3000];
_childActions;
}
] call ace_interact_menu_fnc_createAction;
["CAManBase", 1, ["ACE_SelfActions"], _rootAction, true] call ace_interact_menu_fnc_addActionToClass;

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@@ -0,0 +1,35 @@
#include "..\script_component.hpp"
// Executed on all machines - global argument, local effect
// The effects must be applied on all machines
params [["_object", objNull, [objNull]]];
if (isNull _object) exitWith {};
_object setHitPointDamage ["hitturret",1];
_object setHitPointDamage ["hitcomturret",1];
_object setHitPointDamage ["hitcomgun",1];
_object setHitPointDamage ["#light_hitpoint",1];
_object setHitPointDamage ["HitBatteries",1];
_object setHitPointDamage ["HitLight",1];
_object setHitPointDamage ["#light_l",1];
_object setHitPointDamage ["#light_r",1];
_object setHitPointDamage ["#light_l_flare",1];
_object setHitPointDamage ["#light_r_flare",1];
_object setHitPointDamage ["light_l",1];
_object setHitPointDamage ["light_r",1];
_object setHitPointDamage ["light_l2",1];
_object setHitPointDamage ["light_r2",1];
_object setHitPointDamage ["hitEngine",1];
_object setHitPointDamage ["hitengine",1];
_object setHitPointDamage ["hitengine1",1];
_object setHitPointDamage ["hitengine2",1];
_object setHitPointDamage ["hitengine3",1];
_object setHitPointDamage ["HitEngine2",1];
_object setHitPointDamage ["HitAvionics",1];
_object setHitPointDamage ["HitHRotor",1];
_object setHitPointDamage ["HitVRotor",1];
_object setHitPointDamage ["HitHydraulics",1];
_object setHitPointDamage ["HitHStabilizerL1",1];
_object setHitPointDamage ["HitHStabilizerR1",1];
_object setHitPointDamage ["HitVStabilizer1",1];

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@@ -0,0 +1,9 @@
#include "..\script_component.hpp"
params [["_group", grpNull, [grpNull]]];
if (isNull _group) exitWith {};
if !(local _group) exitWith {};
//set gunlight status
_group enableGunLights "forceOff";
_group enableIRLasers true;

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@@ -0,0 +1,28 @@
#include "..\script_component.hpp"
// Executed on all clients, only continue if object is local.
// Local argument, global effect (the object owner broadcasts new state)
params [["_object", objNull, [objNull]]];
if (isNull _object) exitWith {};
if !(local _object) exitWith {};
_object disableAI "LIGHTS";
_object setPilotLight false;
_object setCollisionLight false;
if (_object isKindOf "CAManBase") then {
[_object] call FUNC(removeUnitElectricInventoryItems);
} else {
[_object] call FUNC(removeVehicleElectricInventoryItems);
};
[{ // once flicker effects are done, permanently disable lights
private _flickerHandle = _object getVariable QGVAR(flickerHandle);
!isNil "_flickerHandle" && {scriptDone _flickerHandle}
}, {
_object setHit ["light_1_hitpoint", 0.97]; //all possible light hitpoints
_object setHit ["light_2_hitpoint", 0.97]; //no lights escape this
_object setHit ["light_3_hitpoint", 0.97];
_object setHit ["light_4_hitpoint", 0.97];
}] call CBA_fnc_waitUntilAndExecute;

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#include "..\script_component.hpp"
// Executed on server only, global argument and global effect
// The server makes the change and broadcasts new state to all clients
if (!isServer) exitWith {};
params [["_object", objNull, [objNull]]];
if (isNull _object) exitWith {};
_object disableTIEquipment true;
_object disableNVGEquipment true;
_object setVariable ["A3TI_Disable", true, true];

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#include "..\script_component.hpp"
// This function is used to deploy an EMP device and trigger the EMP effects on all machines
// The EMP effect is triggered by the global event "QGVAR(event_empDeployed)"
// This function should be called on the server
if (!isServer) exitWith {};
//get center and radius
params [["_origin", objNull, [[], objNull]],["_radius",1500, [300]]];
if (_origin isEqualType []) then {
if (count _origin != 3) exitWith {
["Invalid origin position provided (%1)", _origin] call BIS_fnc_error;
};
};
if (_origin isEqualType objNull) then {
if (isNull _origin) exitWith {
["No origin object or position provided (%1)", _origin] call BIS_fnc_error;
};
_origin = getPosASL _origin;
};
[QGVAR(event_empDeployedPreCheck), [
random 100000,
_origin,
_radius
]] call CBA_fnc_globalEvent;
true;

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#include "..\script_component.hpp"
// This function will gather objects to be affected by the EMP blast
// It will return an array of objects within the radius of the EMP blast
params [["_origin", objNull, [[], objNull]],["_radius",1500]];
if (_origin isEqualType []) then {
if (count _origin != 3) exitWith {
["Invalid origin position provided (%1)", _origin] call BIS_fnc_error;
};
};
if (_origin isEqualType objNull) then {
if (isNull _origin) exitWith {
["No origin object or position provided (%1)", _origin] call BIS_fnc_error;
};
_origin = getPosASL _origin;
};
//search for and return objects
private _objectsToAffect = nearestObjects [
_origin,
[
"Car",
"Motorcycle",
"UAV",
"Tank",
"Air",
"Ship",
"StreetLamp",
"Lamps_base_F", //These are all the lights' base classes
"PowerLines_base_F",
"PowerLines_Small_base_F",
"Land_TTowerBig_1_F",
"Land_TTowerBig_2_F",
"Land_fs_roof_F",
"Land_NavigLight",
"PowerLines_Wires_base_F",
"Land_PowerPoleWooden_L_F",
"Land_Runway_PAPI",
"Land_fs_sign_F",
"Land_FuelStation_01_roof_malevil_F",
"Land_FuelStation_01_roof_F",
"Lamps",
"Helicopter",
"Plane",
"Autonomous",
"Armored",
"Land_MobileRadar_01_radar_F",
"Land_Camping_Light_F",
"Land_PowLines_WoodL",
"Land_A_GeneralStore_01",
"Land_A_GeneralStore_01a",
"Land_Mil_Guardhouse",
"Land_NAV_Lighthouse",
"Land_Mil_House",
"Land_LightHouse_F",
"Land_Hospital_side2_F"
],
_radius
];
private _affectedLocalGroups = _objectsToAffect apply {group _x};
_affectedLocalGroups = _affectedLocalGroups arrayIntersect _affectedLocalGroups;
_affectedLocalGroups = _affectedLocalGroups select {local _x} select {!isPlayer (leader _x)};
[_objectsToAffect, _affectedLocalGroups];

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#include "..\script_component.hpp"
GVAR(maxBrightDelay) = 3.25;
GVAR(zapSounds) = createHashMap;
{
private _cfg = missionConfigFile >> "CfgSounds" >> _x;
private _dataArr = getArray(_cfg >> "sound");
GVAR(zapSounds) set [_x, createHashMapFromArray [
["filename", _dataArr#0],
["volume", _dataArr#1],
["pitch", _dataArr#2]
]];
true;
} count [QGVAR(sound_zap1),QGVAR(sound_zap2),QGVAR(sound_zap3),QGVAR(sound_zap4)];
GVAR(echoSounds) = createHashMap;
{
private _cfg = missionConfigFile >> "CfgSounds" >> _x;
private _dataArr = getArray(_cfg >> "sound");
GVAR(echoSounds) set [_x, createHashMapFromArray [
["filename", _dataArr#0],
["volume", _dataArr#1],
["pitch", _dataArr#2]
]];
true;
} count [QGVAR(sound_ecou),QGVAR(sound_echo3)];
private _lgExplosionCfg = missionConfigFile >> "CfgSounds" >> QGVAR(sound_electric_explsion_impact_large);
private _lgExplosionDataArray = getArray(_lgExplosionCfg >> "sound");
GVAR(sound_electric_explsion_impact_large) = createHashMapFromArray [
["filename", _lgExplosionDataArray#0],
["volume", _lgExplosionDataArray#1],
["pitch", _lgExplosionDataArray#2]
];
if (hasInterface) then {
call FUNC(addACEActions);
};
GVAR(activeEMPs) = createHashMap;
// this precheck is sent to all clients from FUNC(deploy)
// machines will precache affected objects and signal they're ready in return
[QGVAR(event_empDeployedPreCheck), {
params ["_id", "_origin", "_radius"];
([_origin, _radius] call FUNC(getObjectsAndGroupsToAffect)) params ["_affectedObjects", "_affectedLocalGroups"];
GVAR(activeEMPs) set [_id, createHashMapFromArray [
["origin", _origin],
["radius", _radius],
["objects", _affectedObjects],
["localGroups", _affectedLocalGroups],
["machinesReady", []]
]];
[
LEVEL_DEBUG,
QUOTE(COMPONENT),
"EMP deployed precheck",
[
["id", _id],
["origin", _origin],
["radius", _radius],
["affectedObjects", count _affectedObjects],
["affectedLocalGroups", count _affectedLocalGroups]
]
] call EFUNC(common,log);
// notify the server we're ready to play effects
[QGVAR(event_readyForEmpEffects), [_id, clientOwner]] call CBA_fnc_serverEvent;
if (isServer) then {
// on the server, create a waiter for all machines to be ready
[{
_this params ["_id"];
private _empData = GVAR(activeEMPs) get _id;
count (_empData get "machinesReady") isEqualTo (count allUsers);
}, {
// when all machines are ready, play effects
_this params ["_id"];
private _empData = GVAR(activeEMPs) get _id;
[
LEVEL_DEBUG,
QUOTE(COMPONENT),
"Initiating EMP effects",
[
["id", _id],
["readyCount", count (_empData get "machinesReady")],
["allUsers", count allUsers]
]
] call EFUNC(common,log);
[QGVAR(event_initiateEMPEffects), [_id]] call CBA_fnc_globalEvent;
}, [_id]] call CBA_fnc_waitUntilAndExecute;
};
}] call CBA_fnc_addEventHandler;
// when a machine is ready to play effects, they'll trigger this on the server
if (isServer) then {
[QGVAR(event_readyForEmpEffects), {
params ["_id", "_machineID"];
private _empData = GVAR(activeEMPs) get _id;
private _machinesReady = _empData get "machinesReady";
if (!(_machineID in _machinesReady)) then {
_machinesReady pushBack _machineID;
_empData set ["machinesReady", _machinesReady];
[
LEVEL_DEBUG,
QUOTE(COMPONENT),
"Machine ready for EMP effects",
[
["id", _id],
["machineID", _machineID],
["readyCount", count _machinesReady]
]
] call EFUNC(common,log);
};
}] call CBA_fnc_addEventHandler;
};
// when all machines are ready, the server will trigger this on all machines to start effects
[QGVAR(event_initiateEMPEffects), {
params ["_id"];
private _empData = GVAR(activeEMPs) get _id;
private _origin = _empData get "origin";
private _affectedObjects = _empData get "objects";
private _affectedLocalGroups = _empData get "localGroups";
if (hasInterface) then {
[
LEVEL_DEBUG,
QUOTE(COMPONENT),
"Initiating EMP effects",
[
["id", _id],
["origin", _origin],
["affectedObjects", count _affectedObjects],
["affectedLocalGroups", count _affectedLocalGroups]
]
] call EFUNC(common,log);
[_origin] call FUNC(playLocalEffects);
// when emp effects reach max brightness, execute object effects
[{
params ["_affectedObjects", "_affectedLocalGroups"];
private _countLocalObjectEffectsPlayed = { // play effects on this machine
try {
[_x] call FUNC(playLocalEffectsForObject);
} catch {
[
LEVEL_WARNING,
QUOTE(COMPONENT),
"Failed to play local EMP effects for object",
[
["object", typeOf _x],
["error", _exception]
]
] call EFUNC(common,log);
};
true;
} count _affectedObjects;
[
LEVEL_DEBUG,
QUOTE(COMPONENT),
"Played EMP effects",
[
["localObjectEffectsPlayed", _countLocalObjectEffectsPlayed]
]
] call EFUNC(common,log);
}, [_affectedObjects, _affectedLocalGroups], GVAR(maxBrightDelay)] call CBA_fnc_waitAndExecute;
};
// around peak brightness
[{
params ["_affectedObjects", "_affectedLocalGroups"];
private _countLocalObjectEffectsApplied = { // apply affects to objects owned by this machine, start propagation to other machines
try {
[_x] call FUNC(applyLocalObjectEffects);
} catch {
[
LEVEL_WARNING,
QUOTE(COMPONENT),
"Failed to apply local EMP effects for object",
[
["object", typeOf _x],
["error", _exception]
]
] call EFUNC(common,log);
};
true;
} count (_affectedObjects select {local _x});
private _countLocalGroupEffectsApplied = { // apply affects to groups owned by this machine, start propagation to other machines
try {
[_x] call FUNC(applyLocalGroupEffects);
} catch {
[
LEVEL_WARNING,
QUOTE(COMPONENT),
"Failed to apply local EMP effects for group",
[
["group", _x],
["error", _exception]
]
] call EFUNC(common,log);
};
true;
} count _affectedLocalGroups;
if (isServer) then {
private _countServerObjectEffectsApplied = {
try {
[_x] call FUNC(applyServerObjectEffects);
} catch {
[
LEVEL_WARNING,
QUOTE(COMPONENT),
"Failed to apply server EMP effects for object",
[
["object", typeOf _x],
["error", _exception]
]
] call EFUNC(common,log);
};
true;
} count _affectedObjects;
};
private _countGlobalObjectEffectsApplied = {
try {
[_x] call FUNC(applyGlobalObjectEffects);
} catch {
[
LEVEL_WARNING,
QUOTE(COMPONENT),
"Failed to apply global EMP effects for object",
[
["object", typeOf _x],
["error", _exception]
]
] call EFUNC(common,log);
};
true;
} count _affectedObjects;
[
LEVEL_DEBUG,
QUOTE(COMPONENT),
"Applied EMP effects",
[
["localObjectEffects", _countLocalObjectEffectsApplied],
["localGroupEffects", _countLocalGroupEffectsApplied],
["serverObjectEffects", _countServerObjectEffectsApplied],
["globalObjectEffects", _countGlobalObjectEffectsApplied]
]
] call EFUNC(common,log);
}, [_affectedObjects, _affectedLocalGroups], GVAR(maxBrightDelay)] call CBA_fnc_waitAndExecute;
// clear EMP data after 30 seconds
[{
params ["_id"];
private _empData = GVAR(activeEMPs) get _id;
[
LEVEL_DEBUG,
QUOTE(COMPONENT),
"EMP effects finished",
[
["id", _id],
["affectedObjects", count (_empData get "objects")],
["affectedLocalGroups", count (_empData get "localGroups")]
]
] call EFUNC(common,log);
GVAR(activeEMPs) deleteAt _id;
}, [_id], 30] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;

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#include "..\script_component.hpp"
params [
["_itemClassname", "", [""]]
];
if (_itemClassname isEqualTo "") exitWith {
["Param _itemClassname is empty", ""] call BIS_fnc_error;
false
};
private _isTFARRadio = if (isClass (configFile >> "CfgPatches" >> "tfar_core")) then {_itemClassname call TFAR_fnc_isRadio} else {false};
if (_isTFARRadio) exitWith {true};
private _matchedSpecificClassnames = {(toLower _x) in (toLower _className)} count [
"ACE_microDAGR",
"Vector21",
"MineDetector",
"GPS"
];
if (_matchedSpecificClassnames > 0) exitWith {true};
// find items with NVG or TI capabilities
private _cfg = _className call CBA_fnc_getItemConfig;
private _modes = getArray(configfile >> "CfgWeapons" >> _className >> "visionMode");
private _subModes = [configfile >> "CfgWeapons" >> _className >> "ItemInfo" >> "OpticsModes", 1] call BIS_fnc_returnChildren;
{
_modes append getArray( _x >> "visionMode" );
} forEach _subModes;
private _hasTI = "ti" in (_modes apply { toLower _x });
private _hasNVG = "nvg" in (_modes apply { toLower _x });
if (_hasTI || _hasNVG) exitWith {true};
false;

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#include "..\script_component.hpp"
// Executed on all machines with an interface
// This plays the effects of the EMP itself going off
if (!hasInterface) exitWith {};
params [["_origin", [], [[]]]];
if (count _origin isEqualTo 0) exitWith {};
private _e_static3 = "#particlesource" createVehicleLocal (ASLToAGL _origin);
_e_static3 setParticleCircle [0, [0, 0, 0]];
_e_static3 setParticleRandom [0.2, [0,0,0], [0.175, 0.175, 0.175], 0.25, 0.15, [0, 0, 0, 1], 1, 0];
_e_static3 setParticleParams [["\A3\data_f\blesk1", 1, 0, 1], "", "SpaceObject", 1, 0.75, [0, 0, 1], [0, 0, 0], 0, 10, 7.9,0, [0, 0.2], [[1, 1, 0.1, 1], [1, 1, 1, 1]], [0.01], 1, 0, "", "", objNull,0,false,-1,[[100,100,100,1],[1,1,1,1]]];
_e_static3 setDropInterval 0.15;
private _ripple2 = "#particlesource" createVehicleLocal (ASLToAGL _origin);
_ripple2 setParticleCircle [0,[0,0,0]];
_ripple2 setParticleRandom [0.1,[0,0,0],[0,0,0],25,1,[0,0,0,0.1],0,0];
_ripple2 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Refract.p3d",1,0,1], "", "Billboard", 1, 1, [0, 0, 1], [0, 0, 0],0,10,7.9,0, [5,0], [[1, 1, 1, 1], [1, 1, 1, 1]], [0.05], 1, 0, "", "", objNull];
_ripple2 setDropInterval 0.05;
private _light_emp = "#lightpoint" createVehiclelocal (ASLToAGL _origin);
// _light_emp lightAttachObject [objNull, [0,0,0.5]];
_light_emp setLightAmbient [0.1,0.1,1];
_light_emp setLightColor [0.1,0.1,1];
_light_emp setLightBrightness 0;
_light_emp setLightUseFlare true;
_light_emp setLightFlareSize 1;
_light_emp setLightFlareMaxDistance 2500;
_light_emp setLightDayLight true;
_light_emp setLightAttenuation [5,1,1,1,5,1000];
_brit = 0;
private _explSoundData = GVAR(sound_electric_explsion_impact_large);
// local only, last param
playSound3D [_explSoundData get "filename", nil, false, _origin, _explSoundData get "volume", _explSoundData get "pitch", 3500, 0, true];
[_light_emp, _brit, _ripple2] spawn {
params ["_light_emp", "_brit", "_ripple2"];
while {_brit < 6.5} do {
// takes ~1.73 seconds to reach full brightness
_light_emp setLightBrightness _brit;
_brit = _brit+0.02; //timing for next stage
sleep 0.01;
};
deleteVehicle _ripple2;
};
[{
params ["_origin", "_light_emp"];
private _e_static2 = "#particlesource" createVehicleLocal (ASLToAGL _origin);
_e_static2 setParticleCircle [0, [0, 0, 0]];
_e_static2 setParticleRandom [0.2, [0,0,0], [0, 0, 0], 0.25, 1.05, [0, 0, 0, 1], 1, 0];
_e_static2 setParticleParams [["\A3\data_f\blesk1", 1, 0, 1], "", "SpaceObject", 1, 0.75, [0, 0, 0], [0, 0, 1], 0, 10, 7.9,0, [0,0.5], [[1, 1, 0.1, 1], [1, 1, 1, 1]], [0.08], 1, 0, "", "", objNull,0,false,-1,[[100,100,100,1],[0,0,1,0.01]]];
_e_static2 setDropInterval 0.05;
private _wave = "#particlesource" createVehicleLocal (ASLToAGL _origin);
_wave setParticleCircle [0,[0,0,0]];
_wave setParticleRandom [0,[0,0,0],[0,0,0],10,0.25,[0,0,0,0.1],0,0];
_wave setParticleParams [["\A3\data_f\kouleSvetlo",1,0,1], "", "Billboard", 1, 3, [0, 0, 1], [0, 0, 0],0,10,7.9,0, [0,75], [[0,0,1,1],[0,0,0.25,0]], [0.01], 1, 0, "", "", objNull,0,false,-1,[[0,0,3,0.75],[0,0,1,0.01]]];
_wave setDropInterval 30;
private _ripple = "#particlesource" createVehicleLocal (ASLToAGL _origin);
_ripple setParticleCircle [0,[0,0,0]];
_ripple setParticleRandom [0,[0,0,0],[0,0,0],0,0.25,[0,0,0,0.1],0,0];
_ripple setParticleParams [["\A3\data_f\ParticleEffects\Universal\Refract.p3d",1,0,1], "", "Billboard", 1, 1.5, [0, 0, 1], [0, 0, 0],0,10,7.9,0, [0,500], [[1, 1, 1, 1], [1, 1, 1, 1]], [0.05], 1, 0, "", "", objNull];
_ripple setDropInterval 10;
[{deleteVehicle _this}, _ripple, 0.65] call CBA_fnc_waitAndExecute;
[{
params ["_e_static2", "_e_static3", "_brit", "_light_emp", "_wave"];
{
deleteVehicle _x;
} forEach [_e_static2, _e_static3];
[_light_emp, _brit, _wave] spawn {
params ["_light_emp", "_brit", "_wave"];
while {_brit > 0} do {
_light_emp setLightBrightness _brit;
_brit = _brit-2;
sleep 0.01;
};
deleteVehicle _light_emp;
deleteVehicle _wave;
};
}, [[_e_static2, _e_static3, 6.5, _light_emp, _wave]], 0.85] call CBA_fnc_waitAndExecute;
}, [_origin, _light_emp], GVAR(maxBrightDelay)] call CBA_fnc_waitAndExecute;
[{
params ["_origin"];
private _echosound = selectRandom (keys GVAR(echoSounds));
private _echoSoundData = GVAR(echoSounds) get _echosound;
// local only, last param
playSound3D [_echoSoundData get "filename", nil, false, _origin, _echoSoundData get "volume", _echoSoundData get "pitch", 4000, 0, true];
}, [_origin], GVAR(maxBrightDelay) + 0.65 + 2] call CBA_fnc_waitAndExecute;

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#include "..\script_component.hpp"
// executed on all clients with an interface
// flickers lights for light props/streetlamps and plays a spark sound
if (!hasInterface) exitWith {};
params [["_object", objNull, [objNull]]];
if (isNull _object) exitWith {};
// flicker the lights
private _flickerHandle = [_object] spawn {
params ["_object"];
for "_i" from 1 to 3 do {
_object switchLight "OFF";
sleep (random 0.3);
_object switchLight "ON";
sleep (random 0.3);
};
// always finish by shutting off
_object switchLight "OFF";
};
_object setVariable [QGVAR(flickerHandle), _flickerHandle];
[{scriptDone (_this getVariable QGVAR(flickerHandle));}, {
private _object = _this;
// sound
// private _spark_sound = selectRandom (keys GVAR(zapSounds));
// private _sparkSoundData = GVAR(zapSounds) get _spark_sound;
// playSound3D [_sparkSoundData get "filename", _object, false, getPosASL _object, _sparkSoundData get "volume", _sparkSoundData get "pitch", 75, 0, true];
// // particle effect, large blue spark
// private _e_static = "#particlesource" createVehicleLocal (getPosATL _object);
// _e_static setParticleCircle [1, [0, 0, 0]];
// _e_static setParticleRandom [0.2, [1.5,1.5,0], [0.175, 0.175, 0], 0.15, 0.2, [0, 0, 0, 1], 1, 0];
// _e_static setParticleParams [["\A3\data_f\blesk1", 1, 0, 1], "", "SpaceObject", 1, 0.05, [0, 0, 0], [0, 0, 0], 0, 10, 7.9,0, [0.01, 0.02, 0.01], [[1, 1, 0.1, 1], [1, 1, 1, 1]], [0.025], 1, 0, "", "", _object,0,false,-1,[[100,100,100,1],[0,0,1,0.01]]];
// _e_static setDropInterval 0.025;
// [{deleteVehicle _this;}, _e_static, 1] call CBA_fnc_waitAndExecute;
// play additional spark
_bbr = boundingBoxReal vehicle _object;
_p1 = _bbr select 0;
_p2 = _bbr select 1;
_maxHeight = abs ((_p2 select 2) - (_p1 select 2));
//_spark_poz_rel = [getPos _lamp select 0,getPos _lamp select 1,_maxHeight-0.5];
private _spark_poz_rel = (_maxHeight/2)-0.45;
private _spark_type = ["white","orange"] call BIS_fnc_selectRandom;
private _drop = 0.001+(random 0.05);
private _scantei_spark = "#particlesource" createVehicleLocal (getPosATL _object);
if (_spark_type=="orange") then
{
_scantei_spark setParticleCircle [0, [0, 0, 0]];
_scantei_spark setParticleRandom [1, [0.1, 0.1, 0.1], [0, 0, 0], 0, 0.25, [0, 0, 0, 0], 0, 0];
_scantei_spark setParticleParams [["\A3\data_f\proxies\muzzle_flash\muzzle_flash_silencer.p3d", 1, 0, 1], "", "SpaceObject", 1, 1, [0, 0,_spark_poz_rel], [0, 0, 0], 0, 15, 7.9, 0, [0.5,0.5,0.05], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 0]], [0.08], 1, 0, "", "", _object,0,true,0.3,[[1,1,1,1]]];
_scantei_spark setDropInterval _drop;
} else
{
//hint "alb";
_scantei_spark setParticleCircle [0, [0, 0, 0]];
_scantei_spark setParticleRandom [1, [0.05, 0.05, 0.1], [5, 5, 3], 0, 0.0025, [0, 0, 0, 0], 0, 0];
_scantei_spark setParticleParams [["\A3\data_f\proxies\muzzle_flash\muzzle_flash_silencer.p3d", 1, 0, 1], "", "SpaceObject", 1, 1, [0, 0,_spark_poz_rel], [0, 0, 0], 0, 20, 7.9, 0, [0.5,0.5,0.05], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 0]], [0.08], 1, 0, "", "", _object,0,true,0.3,[[5,5,3,1]]];
_scantei_spark setDropInterval 0.001;
};
private _spark_sound = selectRandom (keys GVAR(zapSounds));
private _sparkSoundData = GVAR(zapSounds) get _spark_sound;
playSound3D [_sparkSoundData get "filename", _object, false, getPosASL _object, _sparkSoundData get "volume", _sparkSoundData get "pitch", 75, 0, true];
[{deleteVehicle _this;}, _scantei_spark, 0.4 + (random 0.7)] call CBA_fnc_waitAndExecute;
}, _object] call CBA_fnc_waitUntilAndExecute;

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#include "..\script_component.hpp"
// Executed where object is local and removes electronics from inventory
params [["_object", objNull, [objNull]]];
if (isNull _object) exitWith {};
if (not (_object isKindOf "CAManBase")) exitWith {["Param _object is not a unit", _object] call BIS_fnc_error};
// process unit inventory
{
_object unassignItem _x;
_object removeItem _x;
} forEach ((items _object) + (assignedItems _object)) select {[_x] call FUNC(isItemElectronic)};
// replace backpack radio with base and restore items
if (isClass (configFile >> "CfgPatches" >> "tfar_core")) then {
private _backpackRadio = _object call TFAR_fnc_backpackLR;
if (!isNil "_backpackRadio") then {
_backpackRadio params ["_actualBackpack", "settings"];
private _baseBackpack = _actualBackpack call BIS_fnc_basicBackpack;
private _backpackItems = backpackItems _object;
removeBackpack _object;
_object addBackpack _baseBackpack;
{
_object addItemToBackpack _x;
} forEach _backpackItems;
};
};
//for player units
if (isPlayer _object) then {
_object action ["IRLaserOff", _object];
_object action ["nvGogglesOff", _object];
};
// remove flashlights/pointers on weapons
private _primaryFlashlightOrPointer = (primaryWeaponItems _object)#1;
if (_primaryFlashlightOrPointer != "") then {
_object removePrimaryWeaponItem _primaryFlashlightOrPointer;
_object removeItem _primaryFlashlightOrPointer;
};
private _secondaryFlashlightOrPointer = (secondaryWeaponItems _object)#1;
if (_secondaryFlashlightOrPointer != "") then {
_object removeSecondaryWeaponItem _secondaryFlashlightOrPointer;
_object removeItem _secondaryFlashlightOrPointer;
};
private _handgunFlashlightOrPointer = (handgunItems _object)#1;
if (_handgunFlashlightOrPointer != "") then {
_object removeHandgunItem _handgunFlashlightOrPointer;
_object removeItem _handgunFlashlightOrPointer;
};

View File

@@ -0,0 +1,34 @@
#include "..\script_component.hpp"
// Executed where object is local and removes electronics from inventory
params [["_object", objNull, [objNull]]];
if (isNull _object) exitWith {};
if (_object isKindOf "CAManBase") exitWith {["Param _object is not a vehicle: %1", _object] call BIS_fnc_error};
// get all items in vehicle that are electronic
private _vehicleItems = itemCargo _object;
// filter array to identify electronic items
_vehicleItems = _vehicleItems select {[_x] call FUNC(isItemElectronic)};
{
// remove item from vehicle
_object addItemCargoGlobal [_x, -1];
true;
} count _vehicleItems;
{ // forEach everyContainer _object - process vests, uniforms, backpacks in a vehicle
_x params ["_containerClass", "_containerObject"];
private _subItemsOfContainer = itemCargo _containerObject;
// filter array to identify electronic items
_subItemsOfContainer = _subItemsOfContainer select {[_x] call FUNC(isItemElectronic)};
{
// remove item from container
_subContainer addItemCargoGlobal [_x, -1];
true;
} count _subItemsOfContainer;
} forEach (everyContainer _object);
// vehicle is now empty of electronics
// built-in vehicle radios cannot be removed and are left in place

6
framework/emp/readme.md Normal file
View File

@@ -0,0 +1,6 @@
# EMP Module
Adapted from:
- KE_EB EMP Mission Script (unknown author, found by Sherman)
- EMP Systems (Murphy, Wenza) on [Steam Workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=2225040619)

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@@ -0,0 +1,3 @@
#define COMPONENT emp
#define COMPONENT_BEAUTIFIED EMP
#include "../script_mod.hpp"

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@@ -1,7 +1,5 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
[
"saveaar",
{

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@@ -1,27 +1,17 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
[
"respawn",
{
_clientID = _thisArgs select 0;
player setDamage 1;
private _timeWentUnconscious = player getVariable [QGVARMAIN(lastTimeKnockedOut), -1];
private _durationSpentUnconscious = -1;
if (_timeWentUnconscious > - 1) then {
_durationSpentUnconscious = diag_tickTime - _timeWentUnconscious;
};
// log to server RPT
[
LEVEL_INFO,
QUOTE(COMPONENT),
"CHAT COMMAND RESPAWN",
[player, [
["durationSpentUnconscious", _durationSpentUnconscious]
]] call EFUNC(common,addPlayerInfoToArray)
[player] call EFUNC(common,addPlayerInfoToArray)
] remoteExec [QEFUNC(common,log), 2];
// systemChat to all remote machines

View File

@@ -1,41 +0,0 @@
#include "..\script_component.hpp"
if (!hasInterface || !is3DENPreview) exitWith {};
private _warningText = [];
if (getText(missionConfigFile >> "author") in ["MISSION AUTHOR", ""]) then {
_warningText pushBack "<t font='EtelkaMonospacePro' size='0.7'>mission_settings\author</t> is blank or default!";
};
if (getText(missionConfigFile >> "onLoadName") in ["THIS APPEARS ON TOP OF THE LOADING SCREEN IMAGE", ""]) then {
_warningText pushBack "<t font='EtelkaMonospacePro' size='0.7'>mission_settings\onLoadName</t> is blank or default!";
};
if (getText(missionConfigFile >> "briefingName") in ["THIS IS THE NAME ON THE #MISSIONS LIST", ""]) then {
_warningText pushBack "<t font='EtelkaMonospacePro' size='0.7'>mission_settings\briefingName</t> is blank or default!";
};
if (getText(missionConfigFile >> "overviewText") in ["THIS IS WHERE YOU DESCRIBE THE MISSION IN THE #MISSION LIST", ""]) then {
_warningText pushBack "<t font='EtelkaMonospacePro' size='0.7'>mission_settings\overviewText</t> is blank or default!";
};
if (getText(missionConfigFile >> "missionSeries") in ["MY SERIES NAME", ""]) then {
_warningText pushBack "<t font='EtelkaMonospacePro' size='0.7'>mission_settings\missionSeries</t> is blank or default!";
};
if (count GVARMAIN(baseObjects) isEqualTo 0) then {
_warningText pushBack "No respawn points placed!";
};
if (count _warningText > 0) then {
[{
if (isNull (call BIS_fnc_displayMission)) exitWith {};
(_this#0) spawn {
[_this joinString "<br/>", "Issues found!", true, false] call BIS_fnc_guiMessage;
};
[_this#1] call CBA_fnc_removePerFrameHandler;
}, 1, _warningText] call CBA_fnc_addPerFrameHandler;
};
nil;

View File

@@ -1,17 +1,12 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
if ( !hasInterface ) exitWith {};
// make sure the server has finished init
waitUntil {!isNil QGVARMAIN(complete)};
["InitializePlayer", [player, true]] call BIS_fnc_dynamicGroups;
// run primary init functions
call FUNC(addAARChatHandler);
call FUNC(addRespawnChatHandler);
call FUNC(setDefaults);
// Initialize a holder for managing local diary records
// store records in format:
// [subject, [
@@ -21,7 +16,7 @@ EGVAR(common,diaryRecords) = createHashMap;
// initialize other modules
call EFUNC(client,initClient);
call EFUNC(emp,init);
call EFUNC(mapcopy,initClient);
call EFUNC(reinsert,initClient);
call EFUNC(resupply,initClient);
@@ -32,8 +27,6 @@ call EFUNC(fbcb2_main,initClient);
call EFUNC(fbcb2_assets,initClient);
call FUNC(checkMissionSettings);
[
LEVEL_DEBUG,
QUOTE(COMPONENT),

View File

@@ -13,6 +13,7 @@ publicVariable QGVARMAIN(baseObjects);
call EFUNC(common,logMissionInfo);
call EFUNC(fbcb2_assets,initServer);
call EFUNC(reinsert,initServer);
call EFUNC(emp,init);
// declare init complete to other modules
missionNamespace setVariable [QGVARMAIN(complete), true, true];

View File

@@ -1,7 +1,5 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
enableSaving[false, false];
enableRadio false;

View File

@@ -10,9 +10,6 @@ private _mapCopyAction =
"\a3\ui_f\data\igui\cfg\actions\talk_ca.paa",
{
params ["_target", "_player", "_params"];
if (!isPlayer _target) exitWith {
format["%1 is not a player", name _target] call CBA_fnc_notify;
};
format["Copying map markers from %1", name _target] call CBA_fnc_notify;
[QGVAR(mapCopyRequest), _this, _target] call CBA_fnc_targetEvent;
},

View File

@@ -1,27 +1,5 @@
#include "..\script_component.hpp"
[
QGVAR(emptyGroupCleanup_enable),
"CHECKBOX",
"Empty Group Cleanup Enabled",
[QUOTE(SETTINGS_GROUP_NAME), QUOTE(COMPONENT_BEAUTIFIED)],
true,
true,
{
params ["_value"];
[
QGVAR(emptyGroupCleanup_enable),
_value
] call EFUNC(common,logSettingChanged);
if (!isNull (missionNamespace getVariable [QGVAR(emptyGroupCleanupPFH), locationNull])) then {
deleteLocation GVAR(emptyGroupCleanupPFH);
};
call FUNC(addEmptyGroupCleanupPFH);
}
] call CBA_fnc_addSetting;
//---------------------
// Server CPS
//---------------------

View File

@@ -6,9 +6,9 @@
#define VERSION_STR MAJOR.MINOR.PATCHLVL
#define VERSION_AR MAJOR,MINOR,PATCHLVL
// #define DEBUG_MODE -1 // TRACE
#define DEBUG_MODE -1 // TRACE
// #define DEBUG_MODE 0 // DEBUG
#define DEBUG_MODE 1 // INFO
// #define DEBUG_MODE 1 // INFO
// #define DEBUG_MODE 2 // WARNING
// #define DEBUG_MODE 3 // ERROR

View File

@@ -1,6 +1,6 @@
/*
milsim_triageIcons_fnc_draw3D
milsim_fnc_addMedicalOverlayPFH
Author: IndigoFox
@@ -14,20 +14,30 @@ Description:
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
// adds codeblock to common array to be processed per frame
private _code = {
// Per-frame handler to draw icons
// cleanup
if (!isNil QGVAR(drawIconsPfh)) then {
[GVAR(drawIconsPfh)] call CBA_fnc_removePerFrameHandler;
};
// add pfh
GVAR(drawIconsPfh) = [{
// if disabled, skip processing
if (!GVAR(setting_enabled)) exitWith {false};
// if no targets, skip processing
if (count GVAR(drawTargets) == 0) exitWith {false};
// if the player doesn't have medical perms, skip processing
if !([player] call ace_medical_treatment_fnc_isMedic) exitWith {false};
{
private _unit = _x;
// distance within X meters
if (player distance _unit > GVAR(setting_drawRange)) then {continue};
// check unit not null, not conscious, and not in a vehicle
if (
!(_unit getVariable ["ACE_isUnconscious", false]) ||
!isNull (objectParent _unit)
) then {continue};
// color based on triage level
private _triageLevel = _unit getVariable ["ace_medical_triageLevel", 4];
if (_triageLevel == -1) then {continue};
@@ -47,17 +57,6 @@ private _code = {
true // outline
// further params optional, omitted
];
true;
} count (
(localNamespace getVariable [QEGVAR(client,nearMen), []]) select {
// is unconscious and is NOT in vehicle and is within draw range
(_x getVariable ["ACE_isUnconscious", false]) &&
isNull (objectParent _x) &&
player distance _x <= GVAR(setting_drawRange)
}
);
};
} forEach GVAR(drawTargets);
}, 0, []] call CBA_fnc_addPerFrameHandler;
// add codeblock to common array
[_code] call EFUNC(client,registerPFHCode);

View File

@@ -0,0 +1,18 @@
#include "..\script_component.hpp"
// subroutine to gather nearest 50 units every 5 seconds and store in GVAR(drawTargets)
// cleanup
if (!isNil QGVAR(getEntitiesPFH)) then {
[GVAR(getEntitiesPFH)] call CBA_fnc_removePerFrameHandler;
};
// add pfh
GVAR(getEntitiesPFH) = [{
GVAR(drawTargets) = (
(allUnits + allDeadMen) select {
_x isKindOf "CAManBase" &&
player distance _x < 50 &&
!isNull _x &&
player isNotEqualTo _x
}
);
}, 10] call CBA_fnc_addPerFrameHandler;

View File

@@ -1,8 +1,7 @@
#include "..\script_component.hpp"
if (!hasInterface) exitWith {};
call FUNC(draw3D);
// List of units to draw icons for
GVAR(drawTargets) = [];
[
LEVEL_DEBUG,

View File

@@ -1,103 +0,0 @@
#include "..\script_component.hpp"
private _vehicleFlagsCfg = call FUNC(getVehicleFlagsCfg);
if (!isClass _vehicleFlagsCfg) exitWith {
["WARNING: Vehicle Flags: Vehicle Flags config not found. Vehicle Flags will not be available."] call BIS_fnc_error;
};
private _baseClassesToApplyActionsFor =
(_vehicleFlagsCfg >> "baseClassesToApplyActionsFor") call BIS_fnc_getCfgDataArray;
private _flagCategoryCfgs = (_vehicleFlagsCfg >> "FlagCategories") call BIS_fnc_returnChildren;
{ // forEach _baseClassesToApplyActionsFor
private _parentClass = _x;
////////////////////////////////////////////////////////////////////////
// create the root action
////////////////////////////////////////////////////////////////////////
private _rootActionID = QGVAR(SetVehicleFlagAction);
private _flagRootAction = [
_rootActionID, // id
"Set Vehicle Flag", // displayed title
"\A3\ui_f\data\map\markers\flags\nato_ca.paa", // flag icon
{
params ["_target", "_player", "_params"];
// set broadcasted variable of self to indicate we're looking at flags
_player setVariable [QGVAR(inFlagMenu), true, true];
[{_this setVariable [QGVAR(inFlagMenu), false, true];}, _player, 3] call CBA_fnc_waitAndExecute;
true
}, // statement
{
params ["_target", "_player", "_params"];
// _params params ["_parentActionID", "_flagCategories"];
// check if vehicle is excluded
private _excluded = [typeOf _target] call FUNC(isClassExcluded);
if (_excluded || !alive _target) exitWith {false};
true;
}, // condition
{
////////////////////////////////////////////////////////////////////////
// create the flag category actions (with nested flag actions)
////////////////////////////////////////////////////////////////////////
params ["_target", "_player", "_params"];
_params params ["_rootActionID"];
private _vehicleFlagsCfg = call FUNC(getVehicleFlagsCfg);
if (isNull _vehicleFlagsCfg) exitWith {[]};
private _flagCategoryCfgs = (_vehicleFlagsCfg >> "FlagCategories") call BIS_fnc_returnChildren;
// return category child actions with individual flag actions nested as children
[_rootActionID, _flagCategoryCfgs] call FUNC(getActionsFlagCategories);
}, // child code
[_rootActionID], // params
nil, // position
4, // distance
[false, false, false, true, false], // other params - run on hover is true
nil // modifier function code
] call ace_interact_menu_fnc_createAction;
////////////////////////////////////////////////////////////////////////
// add root action to add flags
////////////////////////////////////////////////////////////////////////
[
_parentClass, // parent classname
0, // action 0 or self-action 1
["ACE_MainActions"], // parent
_flagRootAction, // action
true // apply to child classes
] call ace_interact_menu_fnc_addActionToClass;
////////////////////////////////////////////////////////////////////////
// add action to remove flag under the root action
////////////////////////////////////////////////////////////////////////
// create action
private _removeFlagAction = [
_rootActionID + "_removeflag", // id
"Remove Flag", // displayed title
"\A3\ui_f\data\map\markers\flags\nato_ca.paa", // flag icon
{
params ["_target", "_player", "_params"];
_target forceFlagTexture "";
}, // statement
{
params ["_target", "_player", "_params"];
alive _target && getForcedFlagTexture _target != "";
}, // condition
nil // child code
] call ace_interact_menu_fnc_createAction;
// add the action to the vehicle
// in this class event handler, this#0 will be the vehicle
[
_parentClass, // parent classname
0, // action 0 or self-action 1
["ACE_MainActions", _rootActionID], // parent
_removeFlagAction, // action
true // apply to child classes
] call ace_interact_menu_fnc_addActionToClass;
} forEach _baseClassesToApplyActionsFor;

View File

@@ -1,24 +0,0 @@
#include "..\script_component.hpp"
// we'll use this to display status if nearby players are in the flag menu
// adds codeblock to common array to be processed per frame
private _code = {
private _unitsToDraw = (localNamespace getVariable [QEGVAR(client,nearMen), []]) select {
(_x getVariable [QGVAR(inFlagMenu), false]) && {
// distance within X meters
player distance _x <= 15 ||
// check unit not in a vehicle
isNull (objectParent _x)
}
};
[
_unitsToDraw,
"",
"Setting vehicle flag...",
[0.9, 0.9, 0.9, 1]
] call EFUNC(common,draw3dIconStatus);
};
// add codeblock to common array
[_code] call EFUNC(client,registerPFHCode);

View File

@@ -2,8 +2,101 @@
if (!hasInterface) exitWith {};
call FUNC(addFlagActions);
call FUNC(draw3D);
private _vehicleFlagsCfg = call FUNC(getVehicleFlagsCfg);
if (!isClass _vehicleFlagsCfg) exitWith {
["WARNING: Vehicle Flags: Vehicle Flags config not found. Vehicle Flags will not be available."] call BIS_fnc_error;
};
private _baseClassesToApplyActionsFor =
(_vehicleFlagsCfg >> "baseClassesToApplyActionsFor") call BIS_fnc_getCfgDataArray;
private _flagCategoryCfgs = (_vehicleFlagsCfg >> "FlagCategories") call BIS_fnc_returnChildren;
{ // forEach _baseClassesToApplyActionsFor
private _parentClass = _x;
////////////////////////////////////////////////////////////////////////
// create the root action
////////////////////////////////////////////////////////////////////////
private _rootActionID = QGVAR(SetVehicleFlagAction);
private _flagRootAction = [
_rootActionID, // id
"Set Vehicle Flag", // displayed title
"\A3\ui_f\data\map\markers\flags\nato_ca.paa", // flag icon
{true}, // statement
{
params ["_target", "_player", "_params"];
// _params params ["_parentActionID", "_flagCategories"];
// check if vehicle is excluded
private _excluded = [typeOf _target] call FUNC(isClassExcluded);
if (_excluded || !alive _target) exitWith {false};
true;
}, // condition
{
////////////////////////////////////////////////////////////////////////
// create the flag category actions (with nested flag actions)
////////////////////////////////////////////////////////////////////////
params ["_target", "_player", "_params"];
_params params ["_rootActionID"];
private _vehicleFlagsCfg = call FUNC(getVehicleFlagsCfg);
if (isNull _vehicleFlagsCfg) exitWith {[]};
private _flagCategoryCfgs = (_vehicleFlagsCfg >> "FlagCategories") call BIS_fnc_returnChildren;
// return category child actions with individual flag actions nested as children
[_rootActionID, _flagCategoryCfgs] call FUNC(getActionsFlagCategories);
}, // child code
[_rootActionID], // params
nil, // position
4, // distance
[false, false, false, false, false], // other params
nil // modifier function code
] call ace_interact_menu_fnc_createAction;
////////////////////////////////////////////////////////////////////////
// add root action to add flags
////////////////////////////////////////////////////////////////////////
[
_parentClass, // parent classname
0, // action 0 or self-action 1
["ACE_MainActions"], // parent
_flagRootAction, // action
true // apply to child classes
] call ace_interact_menu_fnc_addActionToClass;
////////////////////////////////////////////////////////////////////////
// add action to remove flag under the root action
////////////////////////////////////////////////////////////////////////
// create action
private _removeFlagAction = [
_rootActionID + "_removeflag", // id
"Remove Flag", // displayed title
"\A3\ui_f\data\map\markers\flags\nato_ca.paa", // flag icon
{
params ["_target", "_player", "_params"];
_target forceFlagTexture "";
}, // statement
{
params ["_target", "_player", "_params"];
alive _target && getForcedFlagTexture _target != "";
}, // condition
nil // child code
] call ace_interact_menu_fnc_createAction;
// add the action to the vehicle
// in this class event handler, this#0 will be the vehicle
[
_parentClass, // parent classname
0, // action 0 or self-action 1
["ACE_MainActions", _rootActionID], // parent
_removeFlagAction, // action
true // apply to child classes
] call ace_interact_menu_fnc_addActionToClass;
} forEach _baseClassesToApplyActionsFor;
[
LEVEL_DEBUG,

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@@ -1,2 +0,0 @@
# Auto detect text files and perform LF normalization
* text=auto

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Before

Width:  |  Height:  |  Size: 306 KiB

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@@ -1,4 +1,4 @@
author = "MISSION AUTHOR";
author = "MISSION AUTHOR";
onLoadName = "THIS APPEARS ON TOP OF THE LOADING SCREEN IMAGE";
loadScreen = "mission.jpg";
onLoadMission = "THIS APPEARS BELOW THE LOADING SCREEN IMAGE";
@@ -9,28 +9,8 @@ overviewText = "THIS IS WHERE YOU DESCRIBE THE MISSION IN THE #MISSION LIST";
// The name for the series of missions of your campaign. Used for organizational and search purposes
missionSeries = "MY SERIES NAME";
// What kind of mission is this? (Use only one)
missionGroup = "Saturday Op";
// missionGroup = "Friday Op";
// missionGroup = "Wednesday Op";
// missionGroup = "FTX";
// missionGroup = "Training";
// Add waypoints to players' MicroDAGR devices
// respawn locations (bases) are added by default, don't put them here
custom_microdagr_waypoints[] = {
// the first element is the waypoint name
// the second element is the position of the waypoint - you may use a string for map grid (up to 10 digit) or an array for {X, Y} coordinates
// the third element is optional - provide the variable name of an object if you want to use its initial position instead
// {"WAYPOINT NAME", {POSITION <[x,y]>}, OBJECT <objNull>},
// EXAMPLES:
// {"KAVALA HOSPITAL", {1234.56, 7890.12}, ""},
// {"CAMP TEMPEST", "03421460, ""},
// {"MY CUSTOM OBJECT", {}, "myCustomObject"}
};
// activate via #ace-fortify west base 2000
class ACEX_Fortify_Presets {
class base {
displayName = "Ken Custom";