m3ales 8c2b36cf95 Update legacy logging, make shields invincible 3 年之前
..
README.md 8c2b36cf95 Update legacy logging, make shields invincible 3 年之前
fnc_fired_deployable_deployServer.sqf 8c2b36cf95 Update legacy logging, make shields invincible 3 年之前
fnc_fired_deployable_endSoundLocal.sqf 8c2b36cf95 Update legacy logging, make shields invincible 3 年之前
fnc_fired_deployable_firedHandler.sqf 8c2b36cf95 Update legacy logging, make shields invincible 3 年之前
fnc_fired_deployable_loopSoundLocal.sqf 8c2b36cf95 Update legacy logging, make shields invincible 3 年之前
fnc_fired_deployable_personalShieldDeployServer.sqf 8c2b36cf95 Update legacy logging, make shields invincible 3 年之前

README.md

Fired Deployables

Primarily used for grenades, but could be adapted to function for weapons with custom logic since grenades are functionally weapons.

Configuration Properties

Enable Fired Deployable

Define rd501_fired_deployable=1 on the grenade (CfgAmmo) to allow it to execute fired deployable logic when thrown.

Where to define: CfgAmmo -> Grenade Ammo.

Deployed Object

The object that will be deployed after the grenade comes to a stop (velocity near 0). rd501_fired_deployable_object="text"

Where to define: CfgAmmo -> Grenade Ammo.

text should be the class name of an entry in CfgVehicles.

Time to Live

You can specify if the deployed object will delete itself after a specific number of seconds using time to live.

Where to define: CfgAmmo -> Grenade Ammo.

rd501_fired_deployable_timeToLive=number

number is the number of seconds to wait after the object has been deployed, to delete it.

Setting number < 0 will disable time to live, and the object will not be deleted by this module. Setting it to 0 will delete it immediately.

Default: -1

Ignore Damage (Invincible)

Runs allowDamage false on the deployable when it is thrown (part of instantiation).

rd501_fired_deployable_ignoreDamage=1

Sounds

Loop Sound

This should point to the CfgSounds config entry you would like to play on loop while the object is alive.

rd501_fired_deployable_loopSound="text"

text should be the classname of the sound you want to play in CfgSounds.

Loop Duration

Defines how long before the loop sound is fired again, this should match the duration of the sound.

rd501_fired_deployable_loopDuration=10

End Sound

This should point to the CfgSounds config entry you would like to play when time to live is near complete. (It'll trigger and overwrite loop sound when timeToLive - soundDuration < 0)

rd501_fired_deployable_endSound="text"

text should be the classname of the sound you want to play in CfgSounds.

End Duration

The duration of the end sound. It will determine what time the sound is played at by: timeToLive - endDuration.

rd501_fired_deployable_endDuration=5

Sound Distance

The distance at which the sound can be heard (in metres).

rd501_fired_deployable_soundDistance=100

Personal Shield Specific

Enable Personal Shield

Define rd501_fired_deployable_personal=1 on the grenade (CfgAmmo) to execute personal shield attatchment logic when thrown.

Where to define: CfgAmmo -> Grenade Ammo.

Attatch to Bone

The name of the bone to attatch to on CAMan.

rd501_fired_deployable_personal_bone="text"

text is the name of the bone on CAMan

Offset from Bone

Allows you to specify the [x,y,z] offset from the bone you want the object to be placed and attatched at.

rd501_fired_deployable_personal_offset=[0,0,0]

Needs to be an array of 3 integers.