m3ales 66d53b2448 Prevent shields from catching fire. | 3 gadi atpakaļ | |
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.. | ||
README.md | 3 gadi atpakaļ | |
fnc_shield_checkState.sqf | 3 gadi atpakaļ | |
fnc_shield_getTextureSet.sqf | 3 gadi atpakaļ | |
fnc_shield_hitHandler.sqf | 3 gadi atpakaļ | |
fnc_shield_init.sqf | 3 gadi atpakaļ | |
fnc_shield_onDestroy.sqf | 3 gadi atpakaļ | |
fnc_shield_onHit.sqf | 3 gadi atpakaļ | |
fnc_shield_onLowHealth.sqf | 3 gadi atpakaļ | |
fnc_shield_onNormalHealth.sqf | 3 gadi atpakaļ | |
fnc_shield_regenPerFrameHandler.sqf | 3 gadi atpakaļ |
For it to function correctly, there are two things that must be added. A configuration entry for rd501_shield_isShield=1
to allow shield logic, and an init event handler which will initialise the shield logic and setup everything for you.
class CfgVehicles {
class Example_Vehicle {
rd501_shield_isShield=1;
};
};
If this is missing or invalid, the init handler will cause the following message to be logged to rpt.
[RD501][Shield] Shield is not activated (rd501_shield_isShield=1 is not specified on 'class name')
class Extended_Init_EventHandlers
{
//Example_Vehicle must match the vehicles class in CfgVehicles
class Example_Vehicle {
// You can name this whatever you want
class rd501_init_shield {
init = "[_this select 0] call rd501_fnc_shield_init";
};
}
};
If this is missing, nothing will be logged.
Allows the specified object to be set as a shield.
rd501_shield_isShield=1;
You can expressly disable a given child class by declaring
rd501_shield_isShield=0;
If this is not set to 1, it will log
[RD501][Shield] Shield is not activated (rd501_shield_isShield=1 is not specified on 'class name')
in the rpt for the object's owner (whoever created it) when you runrd501_fnc_shield_init
on the object.
Default: 0
class CfgVehicles {
class Example {
rd501_shield_isShield=1;
};
};
The total shield health.
rd501_shield_health=number;
Negative values for
number
may cause undefined behaviour.
Default: 1000
class CfgVehicles {
class Example {
rd501_shield_isShield=1;
rd501_shield_health=1000;
};
};
Specify the % of maximum health under which to switch to the 'low health' texture.
rd501_shield_lowHealthPercentage=number;
Keep
number
within the range 1-99 inclusive.
Default: 20
class CfgVehicles {
class Example {
rd501_shield_isShield=1;
rd501_shield_lowHealthPercentage=10;
};
};
Specify the flat rate per second at which the shield regenerates.
rd501_shield_regenPerSecond=number;
If you make
number
negative, you will remove health per second instead.
Default: 10
class CfgVehicles {
class Example {
rd501_shield_isShield=1;
rd501_shield_regenPerSecond=100;
};
};
The number of seconds to wait after taking damage before beginning regeneration.
rd501_shield_regenDelay=number;
number
< 0 is undefined behaviour, keep it positive.
rd501_shield_regenDelay=0
will instantly start regeneration.
Default: 5
class CfgVehicles {
class Example {
rd501_shield_isShield=1;
rd501_shield_regenDelay=10;
};
};
The texture set to use for a shield.
rd501_shield_type="text";
Valid Options:
rd501_shield_type="REPUBLIC"
rd501_shield_type="CIS"
If
text
is not handled inRD501_Main/functions/shield/fnc_shield_getTextureSet.sqf
, it will default toREPUBLIC
.
Default: "REPUBLIC"
class CfgVehicles {
class Example {
rd501_shield_isShield=1;
rd501_shield_type="CIS";
};
};
Open: RD501_Main/functions/shield/fnc_shield_getTextureSet.sqf
Define your paths as macros, using the convention provided, you will modify the prefix to describe the shield. Say I am adding a type called HUMAN_DIVSION
. Modify the path in quotes to whatever path you require.
#define HUMAN_DIVISION_LOW_HEALTH_TEXTURE "\RD501_Vehicles\static\shields\shared\rd501_shield_human_division_low.paa"
#define HUMAN_DIVISION_NORMAL_TEXTURE "\RD501_Vehicles\static\shields\shared\rd501_shield_human_division_normal.paa"
You'd add them just below the other definitions in RD501_Main/functions/shield/fnc_shield_getTextureSet.sqf
as below.
params["_type"];
#define REPUBLIC_LOW_HEALTH_TEXTURE "\RD501_Vehicles\static\shields\shared\rd501_shield_rep_low.paa"
#define REPUBLIC_NORMAL_TEXTURE "\RD501_Vehicles\static\shields\shared\rd501_shield_rep_normal.paa"
#define CIS_LOW_HEALTH_TEXTURE "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_low.paa"
#define CIS_NORMAL_TEXTURE "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa"
// Human Divison
#define HUMAN_DIVISION_LOW_HEALTH_TEXTURE "\RD501_Vehicles\static\shields\shared\rd501_shield_human_division_low.paa"
#define HUMAN_DIVISION_NORMAL_TEXTURE "\RD501_Vehicles\static\shields\shared\rd501_shield_human_division_normal.paa"
Then scroll further down in the file to the switch
section.
switch (_type) do {
case "REPUBLIC": {
_lowHealthTexture = REPUBLIC_LOW_HEALTH_TEXTURE;
_normalHealthTexture = REPUBLIC_NORMAL_TEXTURE;
};
case "CIS": {
_lowHealthTexture = CIS_LOW_HEALTH_TEXTURE;
_normalHealthTexture = CIS_NORMAL_TEXTURE;
};
default {
diag_log format["[RD501][Shield] Invalid type '%1' specified, defaulting to 'REPUBLIC'", _type];
_lowHealthTexture = REPUBLIC_LOW_HEALTH_TEXTURE;
_normalHealthTexture = REPUBLIC_NORMAL_TEXTURE;
};
};
We're going to add human division by adding a new case above default. We also will use the macros we defined earlier for the paths here.
case "HUMAN_DIVISION": {
_lowHealthTexture = HUMAN_DIVISION_LOW_HEALTH_TEXTURE;
_normalHealthTexture = HUMAN_DIVISION_NORMAL_TEXTURE;
};
So to integrate this block of code in the switch we're going to copy it as follows:
switch (_type) do {
case "REPUBLIC": {
_lowHealthTexture = REPUBLIC_LOW_HEALTH_TEXTURE;
_normalHealthTexture = REPUBLIC_NORMAL_TEXTURE;
};
case "CIS": {
_lowHealthTexture = CIS_LOW_HEALTH_TEXTURE;
_normalHealthTexture = CIS_NORMAL_TEXTURE;
};
// Where you copy it to, try to keep the indentation consistent
case "HUMAN_DIVISION": {
_lowHealthTexture = HUMAN_DIVISION_LOW_HEALTH_TEXTURE;
_normalHealthTexture = HUMAN_DIVISION_NORMAL_TEXTURE;
};
default {
diag_log format["[RD501][Shield] Invalid type '%1' specified, defaulting to 'REPUBLIC'", _type];
_lowHealthTexture = REPUBLIC_LOW_HEALTH_TEXTURE;
_normalHealthTexture = REPUBLIC_NORMAL_TEXTURE;
};
};
This can then be referenced in your config using:
class CfgVehicles {
class Example {
rd501_shield_isShield=1;
// "HUMAN_DIVISION" matches the switch 'case' keyword we defined in the fnc_shield_getTextureSet.sqf
rd501_shield_type="HUMAN_DIVISION";
};
};
Say we wanted to instead have the low health texture be the CIS
low health texture. We'd instead write:
case "HUMAN_DIVISION": {
_lowHealthTexture = CIS_LOW_HEALTH_TEXTURE;
_normalHealthTexture = HUMAN_DIVISION_NORMAL_TEXTURE;
};
It is also valid to write:
case "HUMAN_DIVISION": {
_lowHealthTexture = "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_low.paa";
_normalHealthTexture = HUMAN_DIVISION_NORMAL_TEXTURE;
};
But I find it less readable since you can more easily pair them at the top of the file in the macro sets.