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Merge pull request #191 from 501st-Aux-Mod-Team/add-fired-deployable-docs

Add README for Fired Deployables (squad shield/personal shield)
Erliens 3 years ago
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      addons - Copy/RD501_Main/functions/fired_deployable/README.md

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+# 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`
+
+### 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.