#include "\a3\editor_f\Data\Scripts\dikCodes.h" #include "../../config_macros.hpp" macro_grp_fnc_name(jumppack,effect_jt_21) = { params["_unit","_effect_position_list"]; { _effect_position_data=_x; _mem_point=_effect_position_data select 0; _offset=_effect_position_data select 1; _blueFireEffect = "#particlesource" createVehicle (getPosASL _unit); _blueFireEffect setParticleClass MACRO_QUOTE(macro_new_cloudlet(jumppack_fire_blue)); _blueSparkEffect = "#particlesource" createVehicle (getPosASL _unit); _blueSparkEffect setParticleClass MACRO_QUOTE(macro_new_cloudlet(jumppack_spark)); _smokeTrailEffect = "#particlesource" createVehicle (getPosASL _unit); _smokeTrailEffect setParticleClass MACRO_QUOTE(macro_new_cloudlet(jumppack_smoke)); _THEBLUELIGHT = "#lightpoint" createVehicle (getPosASL _unit); _THEBLUELIGHT setLightAmbient [0, 0, 0]; _THEBLUELIGHT setLightColor [.15, 0.45, 1]; _THEBLUELIGHT setLightBrightness 1; //_THELIGHT setLightColor [1, 0.45, 0.15]; //_THELIGHT setLightBrightness 1; _THEBLUELIGHT attachto [_unit, _offset,_mem_point]; _smokeTrailEffect attachTo [_unit, _offset,_mem_point]; _blueSparkEffect attachTo [_unit, _offset,_mem_point]; _blueFireEffect attachTo [_unit, _offset,_mem_point]; //[0, -.3, -.1] _attached_items=_unit getVariable ["RD501_jumppack_effects",[]]; _attached_items pushBack _THEBLUELIGHT; _attached_items pushBack _smokeTrailEffect; _attached_items pushBack _blueSparkEffect; _attached_items pushBack _blueFireEffect; _unit setVariable ["RD501_jumppack_effects",_attached_items,true]; } forEach _effect_position_list; sleep 1; _unit call macro_grp_fnc_name(jumppack,remove_effects); }; macro_grp_fnc_name(jumppack,add_landing_effects) = { params[ ["_unit",player,[player]] ]; _pulse_nade= MACRO_QUOTE(macro_new_ammo(jumppack_blue_pulse)) createVehicle (getPos player);//namenai_test_pulse_smok _pulse_nade setDamage 1; _volume=3; _dist=30; _unit_backpack_class=backpack _unit; _sound_path_landing=selectRandom([(configFile >> "CfgVehicles" >> _unit_backpack_class),"RD501_jumppack_sound_land",[]] call BIS_fnc_returnConfigEntry); playSound3D [_sound_path_landing, _unit,false, getPosASL _unit,_volume,1,_dist]; }; macro_grp_fnc_name(jumppack,no_effect) = { params["_unit","_effect_position_list"]; };