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Add ammo cookoff #4376
Add ammo cookoff #4376
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@@ -52,3 +52,30 @@ class CfgCloudlets { | |||
destroyOnWaterSurfaceOffset = 0; | |||
}; | |||
}; | |||
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class ExploAmmoExplosion { |
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tag ?
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ExploAmmoExplosion
is from arma3
Now we have |
Perhaps Then if the |
It does do that at the moment already - it fires some off, others will detonate within / near the vehicle. |
So we just allow it to also create the |
We could, but we might want to look at fuel for those as well. |
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So I've tested and it's totally possible to prevent ammo boxes from sinking into the ground by changing The downside is that after death the box is just left sitting there with no visual indication that it has been destroyed. Perhaps the current method of keeping the box technically alive while cook off occurs is preferable. Going to play around some more with other types I can find, |
That one also does nothing. I suggest we keep it as is - as long as cookoff can be disabled per-box it shouldn't be problematic for mission makers since they can just disable it if a target box needs to be instantly destroyed or w/e. |
Couldn't you just delete the box after you are done with the fireworks? |
I suppose we could, it would be more abrupt than the whole sinking into the ground thing though. I don't want to make a solo judgement call on that one. |
It would also delete the box 😝 As obvious as that sounds - I think the vanilla destruction just disappears the box and it still exists somewhere in the 6th dimension. So it could be unexpected with regards to scripts/triggers and stuff. |
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This should be ready. |
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All good, except for my one comment.
if (_box getVariable [QGVAR(isCookingOff), false]) exitWith {}; | ||
_box setVariable [QGVAR(isCookingOff), true]; | ||
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[QGVAR(cookOffBox), _box] call CBA_fnc_remoteEvent; |
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Needs local
check.
Same problem as: https://github.com/acemod/ACE3/pull/4242/files
Does not include a fire effect, mostly just a proof of concept. Should probably also add further potential cook-off conditons (if hit by tracer for example).
- Add burning effect while ammo box is cooking off - Add setting to enable/disable ammo boxes cooking off - Clear magazine cargo while box is burning Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended.
I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though!
- Remove unnecessary light source (fire particles provide lighting) - Add randomness to cook off time - Cook off begins with fire effect rather than smoke
Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway.
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@commy2 done |
When merged this pull request will:
Targetting release to hide the diff. Will target master when 3.7.0 is released.