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Add Vehicle Damage (ACE2 port) & Enhance Cook-Off #7565
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off #7565
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…moke if hit enough
…ized EH for initializing off settings
with this latest commit idk if that's how I'm "supposed" to do required addons. I just added every config that I touched |
I'm no expert, so correct me if i'm wrong, but the required vanilla A3 CfgPatches ( So only ace modules that this is dependent on needs to be in there .... |
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some german translations
@bux can you check it
addons/fire/stringtable.xml
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<Project name="ACE"> | ||
<Package name="Fire"> | ||
<Key ID="STR_ACE_fire_category_displayName"> | ||
<English>ACE Fire</English> |
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<English>ACE Fire</English> | |
<English>ACE Fire</English> | |
<German>ACE Feuer</German> |
addons/fire/stringtable.xml
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<English>ACE Fire</English> | ||
</Key> | ||
<Key ID="STR_ACE_fire_Actions_PatDown"> | ||
<English>Pat Down Fire</English> |
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<English>Pat Down Fire</English> | |
<English>Pat Down Fire</English> | |
<German>Feuer ausklopfen</German> |
addons/fire/stringtable.xml
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<English>Pat Down Fire</English> | ||
</Key> | ||
<Key ID="STR_ACE_fire_Actions_PerformingPatDown"> | ||
<English>Patting Down Fire</English> |
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<English>Patting Down Fire</English> | |
<English>Patting Down Fire</English> | |
<German>Feuer ausklopfen</German> |
addons/fire/stringtable.xml
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<English>Patting Down Fire</English> | ||
</Key> | ||
<Key ID="STR_ACE_fire_setting_enable"> | ||
<English>Enable</English> |
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<English>Enable</English> | |
<English>Enable</English> | |
<German>Aktivieren</German> |
addons/vehicleDamage/stringtable.xml
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<Project name="ACE"> | ||
<Package name="vehicledamage"> | ||
<Key ID="STR_ACE_vehicledamage_category_displayName"> | ||
<English>ACE Advanced Vehicle Damage</English> |
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<English>ACE Advanced Vehicle Damage</English> | |
<English>ACE Advanced Vehicle Damage</English> | |
<German>ACE Erweiterter Fahrzeugschaden</German> |
addons/vehicleDamage/stringtable.xml
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<English>ACE Advanced Vehicle Damage</English> | ||
</Key> | ||
<Key ID="STR_ACE_vehicledamage_setting_enable"> | ||
<English>Enable</English> |
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<English>Enable</English> | |
<English>Enable</English> | |
<German>Aktivieren</German> |
addons/vehicleDamage/stringtable.xml
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<English>Enable</English> | ||
</Key> | ||
<Key ID="STR_ACE_vehicledamage_setting_description"> | ||
<English>Enable/Disable advanced vehicle damage</English> |
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<English>Enable/Disable advanced vehicle damage</English> | |
<English>Enable/Disable advanced vehicle damage</English> | |
<German>Aktiviert/Deaktiviert das erweiterte Fahrzeugschadenssystem</German> |
addons/vehicleDamage/stringtable.xml
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<English>Enable/Disable advanced vehicle damage</English> | ||
</Key> | ||
<Key ID="STR_ACE_vehicledamage_carDamage_setting_description"> | ||
<English>Enable/Disable advanced car damage (Experimental)</English> |
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<English>Enable/Disable advanced car damage (Experimental)</English> | |
<English>Enable/Disable advanced car damage (Experimental)</English> | |
<German>Aktiviert/Deaktiviert das erweiterte Autoschadenssystem (Experimentell)</German> |
addons/vehicleDamage/stringtable.xml
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<English>Enable/Disable advanced car damage (Experimental)</English> | ||
</Key> | ||
<Key ID="STR_ACE_vehicledamage_carDamage_setting_enable"> | ||
<English>Enable/Disable advanced Car Damage</English> |
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<English>Enable/Disable advanced Car Damage</English> | |
<English>Enable/Disable advanced Car Damage</English> | |
<German>Aktiviert/Deaktiviert das erweiterte Autoschadenssystem</German> |
Need to fix merge conflicts. |
We had 2 games now with the following issue occuring: Crew gets heavily injured or even killed by light collisions of vehicle with tree. |
Hmmmm... I will try to find out more details. Possibly GM/Weferlingen related or sth. could not repro either :( |
I've played small dedicated MP game with it with CUP and GM without any issues. Looked like everything worked as intended. Played it on master 76676ee + this PR. |
Longing for this to be merged. Its optional anyway so no big risk 😅 |
…achine/ACE3 into TheCandianVendingMachine-VehicleDamage
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| Arguments | Type | Optional (default value) | ||
---| --------- | ---- | ------------------------ | ||
0 | Fire source ID | Any | Required |
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There seems to be a typo somewhere in the 1.1 Adding a new fire source
cuz everything since is broken.
…be injured each time
I don't think you are on the right PR |
@shukari can you PR translations separately? GitHub considers them outdated as that file got changed, plus Fire is split into a separate component now. |
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Has been playtested for over a year at @PabstMirror's and @TheCandianVendingMachine's group.
Yeah no problem |
…Control' and 'acex-merge' into tac-3.14.0-pre acemod#8245 acemod#7565 acemod#8064 acemod#8273 acemod#8415
* Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
When merged this pull request will:
cookOff
moduleSome magic numbers exist, most of them are either direct ports from ACE 2 or I just forgot to remove them. Most of them are there for calculations however and are static anyhow.
A bunch of config entries get added through this. Most of them are required or else you get a very subpar implementation
It should work automatically with most mod vehicles with some alright default settings
In testing it seems to work reliably with no unreasonable lack of vehicle damage occurring, however I need to test with mod vehicles to ensure cross compatibility with minimal effort. The only config changes are to define ERA and SLAT hitpoints as well as giving custom burn chances for hits to certain areas. Ammo also needs to have an incendiary value defined if it is indeed incendiary
Todo:
Video of it in action
Infantry on fire after cookoff
Requires #8245