m3ales 8c2b36cf95 Update legacy logging, make shields invincible | 3 years ago | |
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.. | ||
README.md | 3 years ago | |
fnc_fired_deployable_deployServer.sqf | 3 years ago | |
fnc_fired_deployable_endSoundLocal.sqf | 3 years ago | |
fnc_fired_deployable_firedHandler.sqf | 3 years ago | |
fnc_fired_deployable_loopSoundLocal.sqf | 3 years ago | |
fnc_fired_deployable_personalShieldDeployServer.sqf | 3 years ago |
Primarily used for grenades, but could be adapted to function for weapons with custom logic since grenades are functionally weapons.
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
.
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 inCfgVehicles
.
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
Runs allowDamage false
on the deployable when it is thrown (part of instantiation).
rd501_fired_deployable_ignoreDamage=1
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.
Defines how long before the loop sound is fired again, this should match the duration of the sound.
rd501_fired_deployable_loopDuration=10
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
The distance at which the sound can be heard (in metres).
rd501_fired_deployable_soundDistance=100
Define rd501_fired_deployable_personal=1
on the grenade (CfgAmmo
) to execute personal shield attatchment logic when thrown.
Where to define: CfgAmmo -> Grenade Ammo
.
The name of the bone to attatch to on CAMan
.
rd501_fired_deployable_personal_bone="text"
text
is the name of the bone onCAMan
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.