Difference between revisions of "Script - Flashy Deaths (new)"

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(update)
(update)
Line 9: Line 9:
 
We'll call this '''deto-sct.tbm''' - it needs to be placed into '''''../data/tables/''''' directory.
 
We'll call this '''deto-sct.tbm''' - it needs to be placed into '''''../data/tables/''''' directory.
 
<pre>#Conditional Hooks
 
<pre>#Conditional Hooks
 
+
 
$Application: FS2_Open
 
$Application: FS2_Open
 
$On Mission Start:
 
$On Mission Start:
 
+
 
[
 
[
 
+
 
----------------------
 
----------------------
 
-- parser functions --
 
-- parser functions --
 
----------------------
 
----------------------
 
+
 
--- get newline and make sure its lowercase
 
--- get newline and make sure its lowercase
 
function get_next_line(nfile)
 
function get_next_line(nfile)
Line 29: Line 29:
 
   return nline
 
   return nline
 
end
 
end
 
+
 
--- find keyword and return the place where it ends
 
--- find keyword and return the place where it ends
 
function find_keyword(line_to_parse, keyword)
 
function find_keyword(line_to_parse, keyword)
Line 35: Line 35:
 
   keyword = keyword:lower()
 
   keyword = keyword:lower()
 
   local key_s, key_e = line_to_parse:find(keyword)
 
   local key_s, key_e = line_to_parse:find(keyword)
 
+
 
   -- if we cant find a thing
 
   -- if we cant find a thing
 
   if key_s == nil then
 
   if key_s == nil then
 
       return nil
 
       return nil
 
   end
 
   end
 
+
 
   -- check if the line has been commented away
 
   -- check if the line has been commented away
 
   local comment_s, comment_e = line_to_parse:find("--")
 
   local comment_s, comment_e = line_to_parse:find("--")
 
+
 
   if comment_s == nil then
 
   if comment_s == nil then
 
       return key_e
 
       return key_e
Line 49: Line 49:
 
         return nil
 
         return nil
 
   end
 
   end
 
+
 
   return key_e
 
   return key_e
 
end
 
end
 
+
 
--- function to initialize the vars
 
--- function to initialize the vars
 
function init_entry(name)
 
function init_entry(name)
  arr_SW[name] = 0
+
   arr_SD_rad[name] = 1
  arr_SH[name] = 0
 
  arr_SL[name] = 0
 
   arr_SD_rad[name] = 0
 
 
   arr_SD_eff[name] = { }
 
   arr_SD_eff[name] = { }
 
   arr_SD_m[name] = 1
 
   arr_SD_m[name] = 1
   arr_SF_rad[name] = 0
+
   arr_SF_rad[name] = 1
 
   arr_SF_eff[name] = 0
 
   arr_SF_eff[name] = 0
 
   arr_SB_int[name] = 0
 
   arr_SB_int[name] = 0
 
   arr_SB_dur[name] = 0
 
   arr_SB_dur[name] = 0
 
   arr_SB_time[name] = 0
 
   arr_SB_time[name] = 0
 +
  arr_SB_dist[name] = 1
 
end
 
end
 
+
 
--- specific parsing funcs to make things easier to read ---
 
--- specific parsing funcs to make things easier to read ---
 
--- string or rather substring parser
 
--- string or rather substring parser
Line 77: Line 75:
 
   return substring
 
   return substring
 
end
 
end
 
+
 
--- function to parse numbers
 
--- function to parse numbers
 
function parse_number(start_key, line_to_parse)
 
function parse_number(start_key, line_to_parse)
   local result = line_to_parse:match("%d+", e_key)
+
   local result = line_to_parse:sub(start_key)
   return tonumber(result)
+
  local r_value = result:match('[0-9%.]+')
 +
   r_value = tonumber(r_value)
 +
  return r_value
 
end
 
end
 
+
 
--- function to parse arrays of numbers
 
--- function to parse arrays of numbers
 
function parse_number_array(start_key, line_to_parse)
 
function parse_number_array(start_key, line_to_parse)
 
   -- stuff the array
 
   -- stuff the array
 
   local r = { }
 
   local r = { }
   for p in line_to_parse:gmatch("%d+") do
+
  local p
 +
   for p in line_to_parse:gmatch('[0-9%.]+') do
 
       p = tonumber(p)
 
       p = tonumber(p)
 
       p = math.floor(p)
 
       p = math.floor(p)
Line 95: Line 96:
 
   return r
 
   return r
 
end
 
end
 
+
 
--- function to parse things
 
--- function to parse things
 
function parse_entry(keyword, flashfile, type, use_same_line)
 
function parse_entry(keyword, flashfile, type, use_same_line)
Line 116: Line 117:
 
       end
 
       end
 
       new_entry = find_keyword(c_line, "Name:")
 
       new_entry = find_keyword(c_line, "Name:")
 +
      current_start_line = c_line
 
   else
 
   else
 
       c_line = use_same_line
 
       c_line = use_same_line
 
   end
 
   end
 
+
 
   -- check if we found a new entry
 
   -- check if we found a new entry
 
   if new_entry == nil then
 
   if new_entry == nil then
       c_key = find_keyword(c_line, keyword)
+
       local c_key = find_keyword(c_line, keyword)
 
       if c_key == nil then
 
       if c_key == nil then
 
         -- we didn't find the thing...
 
         -- we didn't find the thing...
Line 142: Line 144:
 
   end
 
   end
 
end
 
end
 
+
 
-----------------------------------------------
 
-----------------------------------------------
 
-- loading the flash animations
 
-- loading the flash animations
Line 149: Line 151:
 
   while something_to_parse == true do
 
   while something_to_parse == true do
 
       local c_line = get_next_line(n_file)
 
       local c_line = get_next_line(n_file)
 
+
 
       -- if we are at end of file, stop the loop
 
       -- if we are at end of file, stop the loop
 
       if c_line == nil then
 
       if c_line == nil then
Line 155: Line 157:
 
         break
 
         break
 
       end
 
       end
 
+
 
       local entry_start = find_keyword(c_line, "Filename:")
 
       local entry_start = find_keyword(c_line, "Filename:")
 
+
 
       -- if we found something else, try next line
 
       -- if we found something else, try next line
 
       if entry_start ~= nil then
 
       if entry_start ~= nil then
 
         -- ok... so we should have a good entry candidate and all that
 
         -- ok... so we should have a good entry candidate and all that
 
         local current_entry = parse_string(entry_start, c_line)
 
         local current_entry = parse_string(entry_start, c_line)
         animation = gr.loadTexture(current_entry, true)
+
         local animation = gr.loadTexture(current_entry, true)
 
         table.insert(arr_D_eff, animation)
 
         table.insert(arr_D_eff, animation)
 
         if animation:isValid() == false then
 
         if animation:isValid() == false then
Line 170: Line 172:
 
   end
 
   end
 
end
 
end
 
+
 
-- actual flash effect parsing function
 
-- actual flash effect parsing function
 
function parse_flash_file(flashfile)
 
function parse_flash_file(flashfile)
Line 190: Line 192:
 
       else
 
       else
 
         entry_start = find_keyword(use_same_line, "Name:")
 
         entry_start = find_keyword(use_same_line, "Name:")
 +
        current_start_line = use_same_line
 
         if entry_start ~= nil then
 
         if entry_start ~= nil then
 +
            local not_new_entry = false
 
             -- insert while loop here to enable breaks as next statements
 
             -- insert while loop here to enable breaks as next statements
 
             while entry_start ~= nil do
 
             while entry_start ~= nil do
               current_entry = parse_string(entry_start, use_same_line)
+
               if not_new_entry == false then
              -- init the entry
+
                  current_entry = parse_string(entry_start, use_same_line)
              init_entry(current_entry)
+
                  -- init the entry
              use_same_line = false
+
                  init_entry(current_entry)
 +
                  use_same_line = false
 +
                  ba.print("\nClass: " .. current_entry .. "\n")
 +
              end
 +
 
               local temp_val = nil
 
               local temp_val = nil
 
               local temp_arr = nil
 
               local temp_arr = nil
 
               entry_start = nil
 
               entry_start = nil
 
+
              -- detonation box width
 
              temp_val, use_same_line = parse_entry("Width:", flashfile, "n", use_same_line)
 
              if temp_val == -2 then
 
                  break
 
              else
 
                  arr_SW[current_entry] = temp_val
 
              end
 
 
 
              -- detonation box height
 
              temp_val, use_same_line = parse_entry("Height:", flashfile, "n", use_same_line)
 
              if temp_val == -2 then
 
                  break
 
              else
 
                  arr_SH[current_entry] = temp_val
 
              end
 
 
 
              -- detonation box lenght
 
              temp_val, use_same_line = parse_entry("Length:", flashfile, "n", use_same_line)
 
              if temp_val == -2 then
 
                  break
 
              else
 
                  arr_SL[current_entry] = temp_val
 
              end
 
 
 
 
               -- detonation radius
 
               -- detonation radius
               temp_val, use_same_line = parse_entry("Detonation Radius:", flashfile, "n", use_same_line)
+
               temp_val, use_same_line = parse_entry("Detonation Radius Multiplier:", flashfile, "n", use_same_line)
 
               if temp_val == -2 then
 
               if temp_val == -2 then
 
                   break
 
                   break
               else
+
               elseif temp_val ~= -1 then
 +
                  ba.print("DRM: " .. temp_val .. "\n")
 
                   arr_SD_rad[current_entry] = temp_val
 
                   arr_SD_rad[current_entry] = temp_val
 
               end
 
               end
 +
 
               -- random detonation effects
 
               -- random detonation effects
 
               local temp_arr = {}
 
               local temp_arr = {}
Line 237: Line 223:
 
               if temp_val == -2 then
 
               if temp_val == -2 then
 
                   break
 
                   break
               else
+
               elseif temp_val ~= -1 then
 +
                  ba.print("DE: " .. temp_val .. "\n")
 
                   arr_SD_eff[current_entry] = temp_arr
 
                   arr_SD_eff[current_entry] = temp_arr
 
               end
 
               end
 
+
 
               -- multiplier for the detonation occurrance
 
               -- multiplier for the detonation occurrance
 
               temp_val, use_same_line = parse_entry("Detonation Multiplier:", flashfile, "n", use_same_line)
 
               temp_val, use_same_line = parse_entry("Detonation Multiplier:", flashfile, "n", use_same_line)
Line 246: Line 233:
 
                   break
 
                   break
 
               elseif temp_val ~= -1 then
 
               elseif temp_val ~= -1 then
 +
                  ba.print("DM: " .. temp_val .. "\n")
 
                   arr_SD_m[current_entry] = temp_val
 
                   arr_SD_m[current_entry] = temp_val
 
               end
 
               end
 
+
 
               -- final flash radius
 
               -- final flash radius
               temp_val, use_same_line = parse_entry("Flash Radius:", flashfile, "n", use_same_line)
+
               temp_val, use_same_line = parse_entry("Flash Radius Multiplier:", flashfile, "n", use_same_line)
 
               if temp_val == -2 then
 
               if temp_val == -2 then
 
                   break
 
                   break
               else
+
               elseif temp_val ~= -1 then
 +
                  ba.print("FRM: " .. temp_val .. "\n")
 
                   arr_SF_rad[current_entry] = temp_val
 
                   arr_SF_rad[current_entry] = temp_val
 
               end
 
               end
 
+
 
               -- flash effect
 
               -- flash effect
 
               temp_val, use_same_line = parse_entry("Flash Effect:", flashfile, "n", use_same_line)
 
               temp_val, use_same_line = parse_entry("Flash Effect:", flashfile, "n", use_same_line)
 
               if temp_val == -2 then
 
               if temp_val == -2 then
 
                   break
 
                   break
               else
+
               elseif temp_val ~= -1 then
 +
                  ba.print("FE: " .. temp_val .. "\n")
 
                   math.floor(temp_val)
 
                   math.floor(temp_val)
 
                   arr_SF_eff[current_entry] = temp_val
 
                   arr_SF_eff[current_entry] = temp_val
 
               end
 
               end
 
+
 
               -- blinding effect
 
               -- blinding effect
 
               temp_val, use_same_line = parse_entry("Blinding Effect Intensity:", flashfile, "n", use_same_line)
 
               temp_val, use_same_line = parse_entry("Blinding Effect Intensity:", flashfile, "n", use_same_line)
 
               if temp_val == -2 then
 
               if temp_val == -2 then
 
                   break
 
                   break
               else
+
               elseif temp_val ~= -1 then
 +
                  ba.print("BE: " .. temp_val .. "\n")
 +
                  temp_val = temp_val + "0"
 
                   if temp_val < 0 then
 
                   if temp_val < 0 then
 
                     temp_val = 0
 
                     temp_val = 0
Line 278: Line 270:
 
                   arr_SB_int[current_entry] = temp_val
 
                   arr_SB_int[current_entry] = temp_val
 
               end
 
               end
 
+
 
               -- blinding duration
 
               -- blinding duration
 
               temp_val, use_same_line = parse_entry("Blinding Effect Duration:", flashfile, "n", use_same_line)
 
               temp_val, use_same_line = parse_entry("Blinding Effect Duration:", flashfile, "n", use_same_line)
 
               if temp_val == -2 then
 
               if temp_val == -2 then
 
                   break
 
                   break
               else
+
               elseif temp_val ~= -1 then
 +
                  ba.print("BEDu: " .. temp_val .. "\n")
 
                   arr_SB_dur[current_entry] = temp_val
 
                   arr_SB_dur[current_entry] = temp_val
 
               end
 
               end
 
+
 
               -- blast effect delay
 
               -- blast effect delay
 
               temp_val, use_same_line = parse_entry("Blast Effect Delay:", flashfile, "n", use_same_line)
 
               temp_val, use_same_line = parse_entry("Blast Effect Delay:", flashfile, "n", use_same_line)
 
               if temp_val == -2 then
 
               if temp_val == -2 then
 
                   break
 
                   break
               else
+
               elseif temp_val ~= -1 then
 +
                  ba.print("BEDe: " .. temp_val .. "\n")
 
                   arr_SB_time[current_entry] = temp_val
 
                   arr_SB_time[current_entry] = temp_val
 +
              end
 +
 +
              -- blast effect delay
 +
              temp_val, use_same_line = parse_entry("Blinding Effect Distance Multiplier:", flashfile, "n", use_same_line)
 +
              if temp_val == -2 then
 +
                  break
 +
              elseif temp_val ~= -1 then
 +
                  ba.print("BEDM: " .. temp_val .. "\n")
 +
                  arr_SB_dist[current_entry] = temp_val
 +
              end
 +
 +
              if current_start_line == use_same_line then
 +
                  use_same_line = get_next_line(flashfile)
 +
                  local temp_string = find_keyword(use_same_line, "Name:")
 +
                  if temp_string == nil then
 +
                    current_start_line = use_same_line
 +
                    entry_start = use_same_line
 +
                  else
 +
                    entry_start = nil
 +
                  end
 +
 +
                  not_new_entry = true
 
               end
 
               end
 
             end
 
             end
Line 301: Line 317:
 
   end
 
   end
 
end
 
end
 
+
 
----------
 
----------
 
-- main --
 
-- main --
 
----------
 
----------
 
+
 
-- init arrays
 
-- init arrays
 
arrayShipName = {}
 
arrayShipName = {}
arr_SW = {}
 
arr_SH = {}
 
arr_SL = {}
 
 
arr_SD_rad = {}
 
arr_SD_rad = {}
 
arr_SD_eff = {}
 
arr_SD_eff = {}
Line 319: Line 332:
 
arr_SB_dur = {}
 
arr_SB_dur = {}
 
arr_SB_time = {}
 
arr_SB_time = {}
 +
arr_SB_dist = {}
 
arr_D_eff = {}
 
arr_D_eff = {}
 
+
 
-- open reference file, if any
 
-- open reference file, if any
 
-- if failed... pass the script
 
-- if failed... pass the script
filename_flash = "expl_flashes.cfg"
+
filename_flash = "exp_flashes.cfg"
 
filename_flashani = "exp_ani_flashes.cfg"
 
filename_flashani = "exp_ani_flashes.cfg"
 
if ((cf.fileExists(filename_flash, "data/config/", true) == true) and (cf.fileExists(filename_flashani, "data/config/", true) == true)) then
 
if ((cf.fileExists(filename_flash, "data/config/", true) == true) and (cf.fileExists(filename_flashani, "data/config/", true) == true)) then
 
   boolflashfileOK = true
 
   boolflashfileOK = true
 
end
 
end
 
+
 
if boolflashfileOK then
 
if boolflashfileOK then
 
   -- open to read the contents
 
   -- open to read the contents
Line 336: Line 350:
 
   -- close the file
 
   -- close the file
 
   flashanifile:close()
 
   flashanifile:close()
 
+
 
   -- continue with the rest in similar manner
 
   -- continue with the rest in similar manner
 
   flashfile = cf.openFile(filename_flash, "r")
 
   flashfile = cf.openFile(filename_flash, "r")
 
   parse_flash_file(flashfile)
 
   parse_flash_file(flashfile)
 
   flashfile:close()
 
   flashfile:close()
 
+
 
   -- setup rest of the required stuff
 
   -- setup rest of the required stuff
 
   math.randomseed( os.time() )
 
   math.randomseed( os.time() )
 
   f_counter = {}
 
   f_counter = {}
 
   v_null = ba.createVector(0,0,0)
 
   v_null = ba.createVector(0,0,0)
 +
  v_temp = ba.createVector(0,0,0)
 +
  v_rnd_sphere = ba.createVector(0,0,0)
 
   arr_FS_List = {}
 
   arr_FS_List = {}
 
   arr_FS = {}
 
   arr_FS = {}
Line 360: Line 376:
 
   ba.warning("Failed to initialize flashy deaths script")
 
   ba.warning("Failed to initialize flashy deaths script")
 
end
 
end
 
+
 
----------------------------------
 
----------------------------------
 
-- functions for later sections --
 
-- functions for later sections --
 
----------------------------------
 
----------------------------------
 
+
 
function blinding_effect(intensity, duration, time)
 
function blinding_effect(intensity, duration, time)
 
   bl_int_init = bl_int
 
   bl_int_init = bl_int
 
+
 
   if (intensity < bl_max) then
 
   if (intensity < bl_max) then
 
       if intensity > bl_int then
 
       if intensity > bl_int then
 
         local effect_time = bl_end - bl_start
 
         local effect_time = bl_end - bl_start
 
         local delta_time = time - bl_start
 
         local delta_time = time - bl_start
 
+
 
         if effect_time == 0 then
 
         if effect_time == 0 then
 
             bl_max = intensity
 
             bl_max = intensity
Line 392: Line 408:
 
   end
 
   end
 
end
 
end
 
+
 
function process_blinding_effect_frame(time)
 
function process_blinding_effect_frame(time)
 
   if bl_max == 0 then
 
   if bl_max == 0 then
 
       return
 
       return
 
   end
 
   end
 
+
 
   local effect_time = bl_end - bl_start
 
   local effect_time = bl_end - bl_start
 
   local delta_time = time - bl_start
 
   local delta_time = time - bl_start
 
   local pct_time = (effect_time - delta_time) / effect_time
 
   local pct_time = (effect_time - delta_time) / effect_time
 
   local case_time
 
   local case_time
 
+
 
   -- lets go case by case
 
   -- lets go case by case
 
   if pct_time < 0.0 then
 
   if pct_time < 0.0 then
Line 412: Line 428:
 
       -- effect is still fading away
 
       -- effect is still fading away
 
       case_time = 1 - (pct_time / 0.85)
 
       case_time = 1 - (pct_time / 0.85)
       bl_int = math.pow(((1 + math.cos(case_time * math.pi))/2),3)
+
       bl_int = bl_max * math.pow(((1 + math.cos(case_time * math.pi))/2),3)
 
   elseif pct_time > 0.90 then
 
   elseif pct_time > 0.90 then
 
       -- effect is still getting stronger
 
       -- effect is still getting stronger
Line 424: Line 440:
 
       bl_int = bl_max
 
       bl_int = bl_max
 
   end
 
   end
 
+
 
   if bl_int ~= 0 then
 
   if bl_int ~= 0 then
 
       a = bl_int * 255
 
       a = bl_int * 255
      gr.drawString(a, 255,255)
 
 
       gr.flashScreen(a,a,a)
 
       gr.flashScreen(a,a,a)
 
   end
 
   end
 
end
 
end
 
+
 
function do_death_flash(name, number)
 
function do_death_flash(name, number)
 
+
 
   -- death flash explosion
 
   -- death flash explosion
 
   arr_FS_List[name] = 2
 
   arr_FS_List[name] = 2
Line 440: Line 455:
 
   local str_F_class = arr_FS_Class[name]
 
   local str_F_class = arr_FS_Class[name]
 
   arr_FS_Class[name] = nil
 
   arr_FS_Class[name] = nil
   local n_F_rad = (math.random() + 0.5) * arr_SF_rad[str_F_class]
+
  local l_f_model_r = tb.ShipClasses[str_F_class].Model.Radius
 +
   local n_F_rad = 1.5 * (math.random() + 0.5) * l_f_model_r * arr_SF_rad[str_F_class]
 
   local l_anim_flash = arr_D_eff[arr_SF_eff[str_F_class]]
 
   local l_anim_flash = arr_D_eff[arr_SF_eff[str_F_class]]
 
   if l_anim_flash:isValid() then
 
   if l_anim_flash:isValid() then
 
       ts.createParticle(v_F_pos,v_null,f_F_time,n_F_rad,PARTICLE_BITMAP,-1,false,l_anim_flash)
 
       ts.createParticle(v_F_pos,v_null,f_F_time,n_F_rad,PARTICLE_BITMAP,-1,false,l_anim_flash)
 
   end
 
   end
 
+
 
   -- death flash blinding effect
 
   -- death flash blinding effect
 
   if arr_SB_int[str_F_class] > 0 then
 
   if arr_SB_int[str_F_class] > 0 then
Line 451: Line 467:
 
       local coord_y
 
       local coord_y
 
       coord_x, coord_y = v_F_pos:getScreenCoords()
 
       coord_x, coord_y = v_F_pos:getScreenCoords()
 
+
 
       if coord_x ~= false then
 
       if coord_x ~= false then
         blinding_effect(arr_SB_int[str_F_class], arr_SB_dur[str_F_class], f_M_time)
+
         local l_f_dist_mult = 1
 +
        local l_player = hv.Player
 +
        if l_player:isValid() then
 +
            local l_v_plr_pos = l_player.Position
 +
            local l_n_distace_fls_plr = v_F_pos:getDistance(l_v_plr_pos)
 +
            local l_n_max_fls_distance = 2 * l_f_model_r * arr_SB_dist[str_F_class]
 +
            if l_n_distace_fls_plr > l_n_max_fls_distance then
 +
              local l_n_exp_dist_mult = l_n_distace_fls_plr / l_n_max_fls_distance
 +
              l_f_dist_mult = 1 / math.pow(l_n_exp_dist_mult, 2)
 +
            end
 +
            blinding_effect(arr_SB_int[str_F_class] * l_f_dist_mult, arr_SB_dur[str_F_class], f_M_time)
 +
        end
 
       end
 
       end
 
   end
 
   end
 
+
 
   -- purge from the list
 
   -- purge from the list
 
   table.insert(arr_FS_done, number)
 
   table.insert(arr_FS_done, number)
 
end
 
end
 
+
 
function check_flash(name)
 
function check_flash(name)
 
   local class = arr_FS_Class[name]
 
   local class = arr_FS_Class[name]
Line 468: Line 495:
 
       end
 
       end
 
   end
 
   end
 
+
 
   return false;
 
   return false;
 
end
 
end
 
+
 
function add_to_flash_list(name, class)
 
function add_to_flash_list(name, class)
 
   arr_FS_List[name] = 1
 
   arr_FS_List[name] = 1
Line 481: Line 508:
 
   table.insert(arr_FS,name)
 
   table.insert(arr_FS,name)
 
end
 
end
 
+
 +
function get_rnd_vector_sphere()
 +
  local l_bool_ok_to_pass = false
 +
  local l_get_rnd = math.random
 +
 +
  while (l_bool_ok_to_pass == false) do
 +
 +
      -- get random vector (cube, -1 to 1)
 +
      v_rnd_sphere[1] = (2* (l_get_rnd() - 0.5))
 +
      v_rnd_sphere[2] = (2* (l_get_rnd() - 0.5))
 +
      v_rnd_sphere[3] = (2* (l_get_rnd() - 0.5))
 +
      local l_n_mag = v_rnd_sphere:getMagnitude()
 +
 +
      -- accept only values within a sphere (uniform)
 +
      if l_n_mag <= 1 then
 +
        v_rnd_sphere = v_rnd_sphere / l_n_mag
 +
        l_bool_ok_to_pass = true
 +
      end
 +
  end
 +
  return v_rnd_sphere;
 +
end
 +
 +
function get_ray_collision_pos(ship, v_ray, num_tries)
 +
  local l_or_ship = ship.Orientation
 +
  local l_m_model = ship.Class.Model
 +
  local l_f_radius = 30000
 +
  local l_v_pos_mod = v_null
 +
  local l_n_has_tried = 0
 +
  local l_c_ray_pos
 +
  local l_get_rnd = math.random
 +
 +
  while (l_n_has_tried < num_tries) do
 +
      if l_m_model:isValid() then
 +
        l_f_radius = l_m_model.Radius
 +
        for i=1,3 do
 +
            local l_rnd = (2* (l_get_rnd() - 0.5))
 +
              if l_rnd >= 0 then
 +
                  v_temp[i] = l_m_model.BoundingBoxMax[i] * l_rnd
 +
              else
 +
                  v_temp[i] = l_m_model.BoundingBoxMin[i] * l_rnd * (-1)
 +
              end
 +
            end
 +
        l_v_pos_mod = l_or_ship:unrotateVector(v_temp)
 +
      else
 +
        l_v_pos_mod = v_null
 +
      end
 +
 +
      local v_ray = v_ray * l_f_radius
 +
      local l_v_end_pos = ship.Position - v_ray + l_v_pos_mod
 +
      local l_v_start_pos = ship.Position + v_ray + l_v_pos_mod
 +
 +
      l_c_ray_pos = ship:checkRayCollision(l_v_start_pos, l_v_end_pos)
 +
 +
      if l_c_ray_pos ~= nil then
 +
        l_n_has_tried = 3
 +
      else
 +
        l_n_has_tried = 1 + l_n_has_tried
 +
      end
 +
  end
 +
 +
  return l_c_ray_pos
 +
end
 +
 +
function get_number_of_explosions(attempts)
 +
  local l_n_partials
 +
  local l_n_full
 +
  l_n_full, l_n_partials = math.modf(attempts)
 +
 +
  if l_n_partials ~= 0 then
 +
      if math.random() > l_n_partials then
 +
        l_n_full = l_n_full + 1
 +
      end
 +
  end
 +
 +
  return l_n_full
 +
end
 
]
 
]
 
+
 
$State: GS_STATE_GAME_PLAY
 
$State: GS_STATE_GAME_PLAY
 
$On Frame:
 
$On Frame:
 
+
 
[
 
[
 
+
 
f_M_time = mn.getMissionTime()
 
f_M_time = mn.getMissionTime()
 
+
 
if ((f_M_time ~= nil) and boolflashfileOK) then
 
if ((f_M_time ~= nil) and boolflashfileOK) then
 
+
 
   f_F_time = ba.getFrametime(true)
 
   f_F_time = ba.getFrametime(true)
 
+
 
   f_rnd = math.random()
 
   f_rnd = math.random()
 
   n_ships = #mn.Ships
 
   n_ships = #mn.Ships
 
+
 
   for h = 1, n_ships do
 
   for h = 1, n_ships do
 
       o_ship = mn.Ships[h]
 
       o_ship = mn.Ships[h]
 
       str_S_class = o_ship.Class.Name:lower()
 
       str_S_class = o_ship.Class.Name:lower()
 
+
 
       --ONLY SHIPS WITH EFFECTS--
 
       --ONLY SHIPS WITH EFFECTS--
 
+
 
       if ((arr_SF_rad[str_S_class] ~= nil) and (arr_SD_rad[str_S_class] ~= nil)) then
 
       if ((arr_SF_rad[str_S_class] ~= nil) and (arr_SD_rad[str_S_class] ~= nil)) then
 
         str_S_name = o_ship.Name
 
         str_S_name = o_ship.Name
 
         floatHP = o_ship.HitpointsLeft
 
         floatHP = o_ship.HitpointsLeft
 
+
 
         if floatHP <= 0 then
 
         if floatHP <= 0 then
 
+
 
             v_S_pos = o_ship.Position
 
             v_S_pos = o_ship.Position
 
+
 
             if arr_SF_rad[str_S_class] > 0 then
 
             if arr_SF_rad[str_S_class] > 0 then
 
               if arr_FS_List[str_S_name] == nil then
 
               if arr_FS_List[str_S_name] == nil then
Line 517: Line 619:
 
               end
 
               end
 
             end
 
             end
 
+
 
             if arr_SD_rad[str_S_class] > 0 then
 
             if arr_SD_rad[str_S_class] > 0 then
 
               arr_FS_Pos[str_S_name] = v_S_pos
 
               arr_FS_Pos[str_S_name] = v_S_pos
 
+
 
               if f_counter[str_S_name] == nil then
 
               if f_counter[str_S_name] == nil then
 
                   f_counter[str_S_name] = 0
 
                   f_counter[str_S_name] = 0
 
+
 
               end
 
               end
 
+
 
               f_rnd = math.random()
 
               f_rnd = math.random()
 
               local l_n_SD_eff = #arr_SD_eff[str_S_class]
 
               local l_n_SD_eff = #arr_SD_eff[str_S_class]
 
+
 
               while f_counter[str_S_name] > f_rnd do
 
               while f_counter[str_S_name] > f_rnd do
 
                   f_counter[str_S_name] = f_counter[str_S_name] - f_rnd
 
                   f_counter[str_S_name] = f_counter[str_S_name] - f_rnd
                  local l_or_ship = o_ship.Orientation
+
                   local n_attempts = get_number_of_explosions(arr_SD_m[str_S_class])
                   local n_attempts = arr_SD_m[str_S_class]
+
                  local n_partials
 
                  n_attempts, n_partials = math.modf(n_attempts)
 
                  if n_partials ~= 0 then
 
                    if math.random() > n_partials then
 
                        n_attempts = n_attempts + 1
 
                    end
 
                  end
 
 
                   for n = 1,n_attempts do
 
                   for n = 1,n_attempts do
                     local l_f_rnd_1 = (math.random() - 0.5) * arr_SW[str_S_class]
+
                     local l_bool_ok_to_pass = false
                     local l_f_rnd_2 = (math.random() - 0.5) * arr_SH[str_S_class]
+
                     local l_f_rnd_3 = (math.random() - 0.5) * arr_SL[str_S_class]
+
                     local l_v_rnd = get_rnd_vector_sphere()
                     local l_v_rnd = ba.createVector(l_f_rnd_1,l_f_rnd_2,l_f_rnd_3)
+
                    local l_f_det_r = (math.random() + 0.5) * arr_SD_rad[str_S_class]
+
                     local l_c_pos = get_ray_collision_pos(o_ship, l_v_rnd, 3)
                    local l_v_rot_rnd = l_or_ship:unrotateVector(l_v_rnd)
+
                    local l_v_det_pos = v_S_pos + l_v_rot_rnd
+
                    -- check if the ray actually hit anything even after three tries
                    local l_arr_SD_eff = arr_SD_eff[str_S_class]
+
                     if l_c_pos ~= nil then
                    if l_n_SD_eff == 1 then
+
                        local l_m_model = o_ship.Class.Model
                        anim_det = l_arr_SD_eff[1]
+
                        local l_f_det_r = (2* math.random() + 0.5) * l_m_model.Radius * arr_SD_rad[str_S_class] * 0.1
                        if anim_det:isValid() then
+
                        local l_arr_SD_eff = arr_SD_eff[str_S_class]
                          ts.createParticle(l_v_det_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,anim_det)
+
                        if l_n_SD_eff == 1 then
                        end
+
                          local l_anim_det = arr_D_eff[l_arr_SD_eff[1]]
                    elseif l_n_SD_eff > 1 then
+
                          if l_anim_det:isValid() then
                        local l_n_rnd_id = math.random(l_n_SD_eff)
+
                              ts.createParticle(l_c_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,l_anim_det)
                        anim_det = arr_D_eff[l_arr_SD_eff[l_n_rnd_id]]
+
                          end
                        if anim_det:isValid() then
+
                        elseif l_n_SD_eff > 1 then
                          ts.createParticle(l_v_det_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,anim_det)
+
                          local l_n_rnd_id = math.random(l_n_SD_eff)
 +
                          local l_anim_det = arr_D_eff[l_arr_SD_eff[l_n_rnd_id]]
 +
                          if l_anim_det:isValid() then
 +
                              ts.createParticle(l_c_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,l_anim_det)
 +
                          end
 
                         end
 
                         end
 
                     end
 
                     end
 
                   end
 
                   end
 
+
 
                   if f_counter[str_S_name] <= 0 then
 
                   if f_counter[str_S_name] <= 0 then
 
                     f_counter[str_S_name] = 0
 
                     f_counter[str_S_name] = 0
Line 568: Line 667:
 
                     f_rnd = math.random()
 
                     f_rnd = math.random()
 
                   end
 
                   end
 
+
 
               end
 
               end
 
+
 
               f_counter[str_S_name] = f_counter[str_S_name] + f_F_time
 
               f_counter[str_S_name] = f_counter[str_S_name] + f_F_time
 
             end
 
             end
 
+
 
         end
 
         end
 
+
 
       end
 
       end
 
+
 
       n_FS = #arr_FS
 
       n_FS = #arr_FS
 
+
 
       for x=1,n_FS do
 
       for x=1,n_FS do
 
         name = arr_FS[x]
 
         name = arr_FS[x]
 
+
 
         if arr_FS_List[name] == 1 then
 
         if arr_FS_List[name] == 1 then
 
+
             if mn.Ships[name]:isValid() == false then
+
             if mn.Ships[name]:isValid() then
               do_death_flash(name, x)
+
               if mn.Ships[name]:hasShipExploded() == 2 then
            else
 
              -- randomized flash explosion
 
              if check_flash(name) == true then
 
 
                   do_death_flash(name, x)
 
                   do_death_flash(name, x)
 +
              else
 +
                  -- randomized flash explosion
 +
                  if check_flash(name) == true then
 +
                    do_death_flash(name, x)
 +
                  end
 
               end
 
               end
 
             end
 
             end
 
+
 
         end
 
         end
 
+
 
       end
 
       end
 
+
 
       n_FS_done = #arr_FS_done
 
       n_FS_done = #arr_FS_done
 
       if n_FS_done > 0 then
 
       if n_FS_done > 0 then
 
+
 
         for o=n_FS_done,1,-1 do
 
         for o=n_FS_done,1,-1 do
 
             table.remove(arr_FS,arr_FS_done[o])
 
             table.remove(arr_FS,arr_FS_done[o])
 
+
 
         end
 
         end
 
+
 
         arr_FS_done = nil
 
         arr_FS_done = nil
 
         arr_FS_done = {}
 
         arr_FS_done = {}
 
+
 
       end
 
       end
 
+
 
   end
 
   end
 
+
 
   process_blinding_effect_frame(f_M_time)
 
   process_blinding_effect_frame(f_M_time)
 
+
 
end
 
end
 
+
 
]
 
]
 
+
 
$Application: FS2_Open
 
$Application: FS2_Open
 
$On Mission End:
 
$On Mission End:
 
+
 
[
 
[
 
+
 
-- kill the arrays...
 
-- kill the arrays...
 
if boolflashfileOK then
 
if boolflashfileOK then
 
   arrayShipName = nil
 
   arrayShipName = nil
  arr_SW = nil
 
  arr_SH = nil
 
  arr_SL = nil
 
 
   arr_SD_rad = nil
 
   arr_SD_rad = nil
 
   arr_SD_eff = nil
 
   arr_SD_eff = nil
Line 642: Line 740:
 
   end
 
   end
 
   arr_D_eff = nil
 
   arr_D_eff = nil
 
+
 
   f_counter = nil
 
   f_counter = nil
 
   arr_FS_List = nil
 
   arr_FS_List = nil
Line 650: Line 748:
 
   arr_FS_done = nil
 
   arr_FS_done = nil
 
   arr_FS_time = nil
 
   arr_FS_time = nil
 
+
 
   boolflashfileOK = nil
 
   boolflashfileOK = nil
 
end
 
end
 
+
 
]
 
]
 
+
 
#End</pre>
 
#End</pre>
  
Line 673: Line 771:
 
*'''Blinding Effect Duration:''' sets the duration of the blinding effect in milliseconds
 
*'''Blinding Effect Duration:''' sets the duration of the blinding effect in milliseconds
 
*'''Blast Effect Delay:''' sets the base time for flash & blinding effect to appear in milliseconds
 
*'''Blast Effect Delay:''' sets the base time for flash & blinding effect to appear in milliseconds
 +
*'''Blinding Effect Distance Multiplier:''' defines the multiplier applied to the blinding effect attenuation distances
  
 
Table allows for lines to be commented using '--' as comment marker
 
Table allows for lines to be commented using '--' as comment marker

Revision as of 21:25, 7 March 2010

Function

New version of the flashy deaths effect by Wanderer. You may wish to check out the script's thread on HLP.

Please note that this script requires two additional files in .cfg format whose specs can be found below.

NOTE THAT .CFG FILES GO TO DATA/CONFIG DIRECTORY

Table Entry

We'll call this deto-sct.tbm - it needs to be placed into ../data/tables/ directory.

#Conditional Hooks
 
$Application: FS2_Open
$On Mission Start:
 
[
 
----------------------
-- parser functions --
----------------------
 
--- get newline and make sure its lowercase
function get_next_line(nfile)
   -- read the line
   nline = nfile:read("*l")
   -- change to lowercase
   if nline ~= nil then
      nline = nline:lower()
   end
   return nline
end
 
--- find keyword and return the place where it ends
function find_keyword(line_to_parse, keyword)
   -- find any instances of the keyword
   keyword = keyword:lower()
   local key_s, key_e = line_to_parse:find(keyword)
 
   -- if we cant find a thing
   if key_s == nil then
      return nil
   end
 
   -- check if the line has been commented away
   local comment_s, comment_e = line_to_parse:find("--")
 
   if comment_s == nil then
      return key_e
   elseif comment_s < key_s then
         return nil
   end
 
   return key_e
end
 
--- function to initialize the vars
function init_entry(name)
   arr_SD_rad[name] = 1
   arr_SD_eff[name] = { }
   arr_SD_m[name] = 1
   arr_SF_rad[name] = 1
   arr_SF_eff[name] = 0
   arr_SB_int[name] = 0
   arr_SB_dur[name] = 0
   arr_SB_time[name] = 0
   arr_SB_dist[name] = 1
end
 
--- specific parsing funcs to make things easier to read ---
--- string or rather substring parser
function parse_string(start_key, line_to_parse)
   local substring = line_to_parse:sub(start_key)
   -- remove empty spaces
   local substring_start = substring:find("%a")
   substring = substring:sub(substring_start)
   return substring
end
 
--- function to parse numbers
function parse_number(start_key, line_to_parse)
   local result = line_to_parse:sub(start_key)
   local r_value = result:match('[0-9%.]+')
   r_value = tonumber(r_value)
   return r_value
end
 
--- function to parse arrays of numbers
function parse_number_array(start_key, line_to_parse)
   -- stuff the array
   local r = { }
   local p
   for p in line_to_parse:gmatch('[0-9%.]+') do
      p = tonumber(p)
      p = math.floor(p)
      table.insert(r, p)
   end
   return r
end
 
--- function to parse things
function parse_entry(keyword, flashfile, type, use_same_line)
   local new_entry = nil
   local return_val
   local return_array = {}
   local c_line
   if use_same_line == false then
      c_line = get_next_line(flashfile)
      if c_line == nil then
         -- end of file
         return -2, false, return_array
      end
      while c_line:len() == 0 do
         c_line = get_next_line(flashfile)
         if c_line == nil then
            -- end of file
            return -2, false, return_array
         end
      end
      new_entry = find_keyword(c_line, "Name:")
      current_start_line = c_line
   else
      c_line = use_same_line
   end
 
   -- check if we found a new entry
   if new_entry == nil then
      local c_key = find_keyword(c_line, keyword)
      if c_key == nil then
         -- we didn't find the thing...
         return -1, c_line, return_array
      end
      if type == "n" then
         -- soo... parse a number
         return_val = parse_number(c_key, c_line)
         return return_val, false, return_array
      elseif type == "array_n" then
         -- soo... parse an array of numbers
         return_array = parse_number_array(c_key, c_line)
         return_val = #return_array
         return return_val, false, return_array
      end
   else
      -- found new entry instead...
      return -2, c_line, return_array
   end
end
 
-----------------------------------------------
-- loading the flash animations
function parse_flash_ani_file(n_file)
   local something_to_parse = true
   while something_to_parse == true do
      local c_line = get_next_line(n_file)
 
      -- if we are at end of file, stop the loop
      if c_line == nil then
         something_to_parse = false
         break
      end
 
      local entry_start = find_keyword(c_line, "Filename:")
 
      -- if we found something else, try next line
      if entry_start ~= nil then
         -- ok... so we should have a good entry candidate and all that
         local current_entry = parse_string(entry_start, c_line)
         local animation = gr.loadTexture(current_entry, true)
         table.insert(arr_D_eff, animation)
         if animation:isValid() == false then
            ba.warning("Animation defined in " .. filename_flashani .. " " .. current_entry .. " is invalid")
         end
      end
   end
end
 
-- actual flash effect parsing function
function parse_flash_file(flashfile)
   -- pick first line
   entries_left = true
   use_same_line = false
   while entries_left == true do
      -- find ship name
      if use_same_line == false then
         use_same_line = get_next_line(flashfile)
      end
      if use_same_line == nil then
         -- end of file
         entries_left = false
         break
      end
      if use_same_line:len() == 0 then
         use_same_line = false
      else
         entry_start = find_keyword(use_same_line, "Name:")
         current_start_line = use_same_line
         if entry_start ~= nil then
            local not_new_entry = false
            -- insert while loop here to enable breaks as next statements
            while entry_start ~= nil do
               if not_new_entry == false then
                  current_entry = parse_string(entry_start, use_same_line)
                  -- init the entry
                  init_entry(current_entry)
                  use_same_line = false
                  ba.print("\nClass: " .. current_entry .. "\n")
               end
 
               local temp_val = nil
               local temp_arr = nil
               entry_start = nil
 
               -- detonation radius
               temp_val, use_same_line = parse_entry("Detonation Radius Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("DRM: " .. temp_val .. "\n")
                  arr_SD_rad[current_entry] = temp_val
               end
 
               -- random detonation effects
               local temp_arr = {}
               temp_val, use_same_line, temp_arr = parse_entry("Detonation Effects:", flashfile, "array_n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("DE: " .. temp_val .. "\n")
                  arr_SD_eff[current_entry] = temp_arr
               end
 
               -- multiplier for the detonation occurrance
               temp_val, use_same_line = parse_entry("Detonation Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("DM: " .. temp_val .. "\n")
                  arr_SD_m[current_entry] = temp_val
               end
 
               -- final flash radius
               temp_val, use_same_line = parse_entry("Flash Radius Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("FRM: " .. temp_val .. "\n")
                  arr_SF_rad[current_entry] = temp_val
               end
 
               -- flash effect
               temp_val, use_same_line = parse_entry("Flash Effect:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("FE: " .. temp_val .. "\n")
                  math.floor(temp_val)
                  arr_SF_eff[current_entry] = temp_val
               end
 
               -- blinding effect
               temp_val, use_same_line = parse_entry("Blinding Effect Intensity:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("BE: " .. temp_val .. "\n")
                  temp_val = temp_val + "0"
                  if temp_val < 0 then
                     temp_val = 0
                  elseif temp_val > 100 then
                     temp_val = 100
                  end
                  arr_SB_int[current_entry] = temp_val
               end
 
               -- blinding duration
               temp_val, use_same_line = parse_entry("Blinding Effect Duration:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("BEDu: " .. temp_val .. "\n")
                  arr_SB_dur[current_entry] = temp_val
               end
 
               -- blast effect delay
               temp_val, use_same_line = parse_entry("Blast Effect Delay:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("BEDe: " .. temp_val .. "\n")
                  arr_SB_time[current_entry] = temp_val
               end
 
               -- blast effect delay
               temp_val, use_same_line = parse_entry("Blinding Effect Distance Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("BEDM: " .. temp_val .. "\n")
                  arr_SB_dist[current_entry] = temp_val
               end
 
               if current_start_line == use_same_line then
                  use_same_line = get_next_line(flashfile)
                  local temp_string = find_keyword(use_same_line, "Name:")
                  if temp_string == nil then
                     current_start_line = use_same_line
                     entry_start = use_same_line
                  else
                     entry_start = nil
                  end
 
                  not_new_entry = true
               end
            end
         else
            use_same_line = get_next_line(flashfile)
         end
      end
   end
end
 
----------
-- main --
----------
 
-- init arrays
arrayShipName = {}
arr_SD_rad = {}
arr_SD_eff = {}
arr_SD_m = {}
arr_SF_rad = {}
arr_SF_eff = {}
arr_SB_int = {}
arr_SB_dur = {}
arr_SB_time = {}
arr_SB_dist = {}
arr_D_eff = {}
 
-- open reference file, if any
-- if failed... pass the script
filename_flash = "exp_flashes.cfg"
filename_flashani = "exp_ani_flashes.cfg"
if ((cf.fileExists(filename_flash, "data/config/", true) == true) and (cf.fileExists(filename_flashani, "data/config/", true) == true)) then
   boolflashfileOK = true
end
 
if boolflashfileOK then
   -- open to read the contents
   flashanifile = cf.openFile(filename_flashani, "r")
   -- parse contents
   parse_flash_ani_file(flashanifile)
   -- close the file
   flashanifile:close()
 
   -- continue with the rest in similar manner
   flashfile = cf.openFile(filename_flash, "r")
   parse_flash_file(flashfile)
   flashfile:close()
 
   -- setup rest of the required stuff
   math.randomseed( os.time() )
   f_counter = {}
   v_null = ba.createVector(0,0,0)
   v_temp = ba.createVector(0,0,0)
   v_rnd_sphere = ba.createVector(0,0,0)
   arr_FS_List = {}
   arr_FS = {}
   arr_FS_Class = {}
   arr_FS_Pos = {}
   arr_FS_done = {}
   arr_FS_time = {}
   bl_int = 0
   bl_end = 0
   bl_max = 0
   bl_start = 0
   bl_int_init = 0
else
   ba.warning("Failed to initialize flashy deaths script")
end
 
----------------------------------
-- functions for later sections --
----------------------------------
 
function blinding_effect(intensity, duration, time)
   bl_int_init = bl_int
 
   if (intensity < bl_max) then
      if intensity > bl_int then
         local effect_time = bl_end - bl_start
         local delta_time = time - bl_start
 
         if effect_time == 0 then
            bl_max = intensity
            bl_start = time
            bl_end = time + (duration / 1000)
         else
            local pct_time = (effect_time - delta_time) / effect_time
            if pct_time < 0.85 then
               bl_max = intensity
               bl_start = time
               bl_end = time + (duration / 1000)
            end
         end
      end
   else
      bl_max = intensity
      bl_start = time
      bl_end = time + (duration / 1000)
   end
end
 
function process_blinding_effect_frame(time)
   if bl_max == 0 then
      return
   end
 
   local effect_time = bl_end - bl_start
   local delta_time = time - bl_start
   local pct_time = (effect_time - delta_time) / effect_time
   local case_time
 
   -- lets go case by case
   if pct_time < 0.0 then
      -- effect has faded away
      bl_int = 0
      bl_max = 0
      blindint_intensity_start = 0
   elseif pct_time < 0.85 then
      -- effect is still fading away
      case_time = 1 - (pct_time / 0.85)
      bl_int = bl_max * math.pow(((1 + math.cos(case_time * math.pi))/2),3)
   elseif pct_time > 0.90 then
      -- effect is still getting stronger
      if pct_time == 0 then
         case_time = -1
      else
         case_time = -1 * ((pct_time - 0.9) / 0.1)
      end
      bl_int = math.pow(((1 + math.cos(case_time * math.pi))/2),2) * (bl_max - bl_int_init) + bl_int_init
   else
      bl_int = bl_max
   end
 
   if bl_int ~= 0 then
      a = bl_int * 255
      gr.flashScreen(a,a,a)
   end
end
 
function do_death_flash(name, number)
 
   -- death flash explosion
   arr_FS_List[name] = 2
   local v_F_pos = arr_FS_Pos[name]
   arr_FS_Pos[name] = nil
   local str_F_class = arr_FS_Class[name]
   arr_FS_Class[name] = nil
   local l_f_model_r = tb.ShipClasses[str_F_class].Model.Radius
   local n_F_rad = 1.5 * (math.random() + 0.5) * l_f_model_r * arr_SF_rad[str_F_class]
   local l_anim_flash = arr_D_eff[arr_SF_eff[str_F_class]]
   if l_anim_flash:isValid() then
      ts.createParticle(v_F_pos,v_null,f_F_time,n_F_rad,PARTICLE_BITMAP,-1,false,l_anim_flash)
   end
 
   -- death flash blinding effect
   if arr_SB_int[str_F_class] > 0 then
      local coord_x
      local coord_y
      coord_x, coord_y = v_F_pos:getScreenCoords()
 
      if coord_x ~= false then
         local l_f_dist_mult = 1
         local l_player = hv.Player
         if l_player:isValid() then
            local l_v_plr_pos = l_player.Position
            local l_n_distace_fls_plr = v_F_pos:getDistance(l_v_plr_pos)
            local l_n_max_fls_distance = 2 * l_f_model_r * arr_SB_dist[str_F_class]
            if l_n_distace_fls_plr > l_n_max_fls_distance then
               local l_n_exp_dist_mult = l_n_distace_fls_plr / l_n_max_fls_distance
               l_f_dist_mult = 1 / math.pow(l_n_exp_dist_mult, 2)
            end
            blinding_effect(arr_SB_int[str_F_class] * l_f_dist_mult, arr_SB_dur[str_F_class], f_M_time)
         end
      end
   end
 
   -- purge from the list
   table.insert(arr_FS_done, number)
end
 
function check_flash(name)
   local class = arr_FS_Class[name]
   if arr_SB_time[class] > 0 then
      if arr_FS_time[name] <= f_M_time then
         return true;
      end
   end
 
   return false;
end
 
function add_to_flash_list(name, class)
   arr_FS_List[name] = 1
   arr_FS_Class[name] = class
   if arr_SB_time[class] > 0 then
      local temp_time = math.random() + 1
      arr_FS_time[name] = arr_SB_time[class] * temp_time / 1000 + f_M_time
   end
   table.insert(arr_FS,name)
end
 
function get_rnd_vector_sphere()
   local l_bool_ok_to_pass = false
   local l_get_rnd = math.random
 
   while (l_bool_ok_to_pass == false) do
 
      -- get random vector (cube, -1 to 1)
      v_rnd_sphere[1] = (2* (l_get_rnd() - 0.5))
      v_rnd_sphere[2] = (2* (l_get_rnd() - 0.5))
      v_rnd_sphere[3] = (2* (l_get_rnd() - 0.5))
      local l_n_mag = v_rnd_sphere:getMagnitude()
 
      -- accept only values within a sphere (uniform)
      if l_n_mag <= 1 then
         v_rnd_sphere = v_rnd_sphere / l_n_mag
         l_bool_ok_to_pass = true
      end
   end
   return v_rnd_sphere;
end
 
function get_ray_collision_pos(ship, v_ray, num_tries)
   local l_or_ship = ship.Orientation
   local l_m_model = ship.Class.Model
   local l_f_radius = 30000
   local l_v_pos_mod = v_null
   local l_n_has_tried = 0
   local l_c_ray_pos
   local l_get_rnd = math.random
 
   while (l_n_has_tried < num_tries) do
      if l_m_model:isValid() then
         l_f_radius = l_m_model.Radius
         for i=1,3 do
            local l_rnd = (2* (l_get_rnd() - 0.5))
               if l_rnd >= 0 then
                  v_temp[i] = l_m_model.BoundingBoxMax[i] * l_rnd
               else
                  v_temp[i] = l_m_model.BoundingBoxMin[i] * l_rnd * (-1)
               end
            end
         l_v_pos_mod = l_or_ship:unrotateVector(v_temp)
      else
         l_v_pos_mod = v_null
      end
 
      local v_ray = v_ray * l_f_radius
      local l_v_end_pos = ship.Position - v_ray + l_v_pos_mod
      local l_v_start_pos = ship.Position + v_ray + l_v_pos_mod
 
      l_c_ray_pos = ship:checkRayCollision(l_v_start_pos, l_v_end_pos)
 
      if l_c_ray_pos ~= nil then
         l_n_has_tried = 3
      else
         l_n_has_tried = 1 + l_n_has_tried
      end
   end
 
   return l_c_ray_pos
end
 
function get_number_of_explosions(attempts)
   local l_n_partials
   local l_n_full
   l_n_full, l_n_partials = math.modf(attempts)
 
   if l_n_partials ~= 0 then
      if math.random() > l_n_partials then
         l_n_full = l_n_full + 1
      end
   end
 
   return l_n_full
end
]
 
$State: GS_STATE_GAME_PLAY
$On Frame:
 
[
 
f_M_time = mn.getMissionTime()
 
if ((f_M_time ~= nil) and boolflashfileOK) then
 
   f_F_time = ba.getFrametime(true)
 
   f_rnd = math.random()
   n_ships = #mn.Ships
 
   for h = 1, n_ships do
      o_ship = mn.Ships[h]
      str_S_class = o_ship.Class.Name:lower()
 
      --ONLY SHIPS WITH EFFECTS--
 
      if ((arr_SF_rad[str_S_class] ~= nil) and (arr_SD_rad[str_S_class] ~= nil)) then
         str_S_name = o_ship.Name
         floatHP = o_ship.HitpointsLeft
 
         if floatHP <= 0 then
 
            v_S_pos = o_ship.Position
 
            if arr_SF_rad[str_S_class] > 0 then
               if arr_FS_List[str_S_name] == nil then
                  add_to_flash_list(str_S_name, str_S_class)
               end
            end
 
            if arr_SD_rad[str_S_class] > 0 then
               arr_FS_Pos[str_S_name] = v_S_pos
 
               if f_counter[str_S_name] == nil then
                  f_counter[str_S_name] = 0
 
               end
 
               f_rnd = math.random()
               local l_n_SD_eff = #arr_SD_eff[str_S_class]
 
               while f_counter[str_S_name] > f_rnd do
                  f_counter[str_S_name] = f_counter[str_S_name] - f_rnd
                  local n_attempts = get_number_of_explosions(arr_SD_m[str_S_class])
 
                  for n = 1,n_attempts do
                     local l_bool_ok_to_pass = false
 
                     local l_v_rnd = get_rnd_vector_sphere()
 
                     local l_c_pos = get_ray_collision_pos(o_ship, l_v_rnd, 3)
 
                     -- check if the ray actually hit anything even after three tries
                     if l_c_pos ~= nil then
                        local l_m_model = o_ship.Class.Model
                        local l_f_det_r = (2* math.random() + 0.5) * l_m_model.Radius * arr_SD_rad[str_S_class] * 0.1
                        local l_arr_SD_eff = arr_SD_eff[str_S_class]
                        if l_n_SD_eff == 1 then
                           local l_anim_det = arr_D_eff[l_arr_SD_eff[1]]
                           if l_anim_det:isValid() then
                              ts.createParticle(l_c_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,l_anim_det)
                           end
                        elseif l_n_SD_eff > 1 then
                           local l_n_rnd_id = math.random(l_n_SD_eff)
                           local l_anim_det = arr_D_eff[l_arr_SD_eff[l_n_rnd_id]]
                           if l_anim_det:isValid() then
                              ts.createParticle(l_c_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,l_anim_det)
                           end
                        end
                     end
                  end
 
                  if f_counter[str_S_name] <= 0 then
                     f_counter[str_S_name] = 0
                  else
                     f_rnd = math.random()
                  end
 
               end
 
               f_counter[str_S_name] = f_counter[str_S_name] + f_F_time
            end
 
         end
 
      end
 
      n_FS = #arr_FS
 
      for x=1,n_FS do
         name = arr_FS[x]
 
         if arr_FS_List[name] == 1 then
 
            if mn.Ships[name]:isValid() then
               if mn.Ships[name]:hasShipExploded() == 2 then
                  do_death_flash(name, x)
               else
                  -- randomized flash explosion
                  if check_flash(name) == true then
                     do_death_flash(name, x)
                  end
               end
            end
 
         end
 
      end
 
      n_FS_done = #arr_FS_done
      if n_FS_done > 0 then
 
         for o=n_FS_done,1,-1 do
            table.remove(arr_FS,arr_FS_done[o])
 
         end
 
         arr_FS_done = nil
         arr_FS_done = {}
 
      end
 
   end
 
   process_blinding_effect_frame(f_M_time)
 
end
 
]
 
$Application: FS2_Open
$On Mission End:
 
[
 
-- kill the arrays...
if boolflashfileOK then
   arrayShipName = nil
   arr_SD_rad = nil
   arr_SD_eff = nil
   arr_SF_rad = nil
   arr_SF_eff = nil
   arr_SB_int = nil
   arr_SB_dur = nil
   arr_SB_time = nil
   local n_effects = #arr_D_eff
   for j=1,n_effects do
      arr_D_eff[j]:unload()
   end
   arr_D_eff = nil
 
   f_counter = nil
   arr_FS_List = nil
   arr_FS = nil
   arr_FS_Class = nil
   arr_FS_Pos = nil
   arr_FS_done = nil
   arr_FS_time = nil
 
   boolflashfileOK = nil
end
 
]
 
#End

expl_flashes.cfg

This file needs to be placed into ../data/config/ directory.

Please note that the following list isn't complete yet.

  • Name: defines the ship for which this entry is made for
  • Width: & Height: & Length: define the dimensions inside which the detonations occur
  • Detonation Radius: defines the radius (base radius) of the detonation effects
  • Detonation Effects: list of ID values of the effects (defined in the other cfg file), may have multiple ones
  • Detonation Multiplier: multiplier which controls the amount of explosions triggered. 0.2 is 80% decrease, 1.2 is 20% increase
  • Flash Radius: defines the radius of the flash when ship actually goes away
  • Flash Effect: ID values of the flash effect, as listed in line order entry in additional cfg
  • Blinding Effect Intensity: value from 0 to 100, sets the intensity of the blinding effect - requires flash effect to be defined
  • Blinding Effect Duration: sets the duration of the blinding effect in milliseconds
  • Blast Effect Delay: sets the base time for flash & blinding effect to appear in milliseconds
  • Blinding Effect Distance Multiplier: defines the multiplier applied to the blinding effect attenuation distances

Table allows for lines to be commented using '--' as comment marker

==Terran==
Name:			GTDr Amazon Advanced
Width:			80
Height:		100
Length:		200
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			GTFr Triton
Width:			110
Height:		130
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			TC-Tri
Width:			110
Height:		130
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			GTFr Poseidon
Width:			35
Height:		30
Length:		60
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		700
Flash Effect:		1

Name:			@GTC Fenris
Width:			150
Height:		200
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GTM Hippocrates
Width:			80
Height:		275
Length:		375
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1700
Flash Effect:		1

Name:			GTC Leviathan
Width:			150
Height:		200
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GTSc Faustus
Width:			95
Height:		85
Length:		160
Detonation Radius:	50
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GTG Zephyrus
Width:			80
Height:		70
Length:		255
Detonation Radius:	80
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GTA Charbydis
Width:			60
Height:		90
Length:		110
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GTD Orion
Width:			500
Height:		500
Length:		1900
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTD Hecate
Width:			700
Height:		500
Length:		1900
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTD Hades
Width:			700
Height:		500
Length:		3200
Detonation Radius:	800
Detonation Effects:	2, 3
Flash Radius:		4000
Flash Effect:		1

Name:			GTI Arcadia
Width:			1000
Height:		1200
Length:		800
Detonation Radius:	1000
Detonation Effects:	2, 3
Flash Radius:		5000
Flash Effect:		1

Name:			GTVA Colossus
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			GTCv Deimos
Width:			350
Height:		400
Length:		750
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			GTC Aeolus
Width:			80
Height:		90
Length:		275
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			NTF Iceni
Width:			400
Height:		450
Length:		1000
Detonation Radius:	300
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			NTF Boadicea
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			@GTT Elysium
Width:			35
Height:		45
Length:		35
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		500
Flash Effect:		1

Name:			@GTT Argo
Width:			95
Height:		70
Length:		160
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GTI Ganymede
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			Knossos
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			TC-Meson Bomb
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

==Vasudan==

Name:			PVFr Ma'at
Width:			20
Height:		20
Length:		55
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVFr Bes
Width:			25
Height:		15
Length:		60
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVFr Satis
Width:			45
Height:		50
Length:		110
Detonation Radius:	50
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GVG Anuket
Width:			85
Height:		80
Length:		350
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		900
Flash Effect:		1

Name:			GVC Aten
Width:			150
Height:		50
Length:		240
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GVC Mentu
Width:			180
Height:		140
Length:		325
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GVCv Sobek
Width:			275
Height:		275
Length:		620
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			GVD Typhon
Width:			700
Height:		300
Length:		2200
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GVA Setekh
Width:			100
Height:		100
Length:		200
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVD Hatshepsut
Width:			700
Height:		600
Length:		2200
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTSG Mjolnir
Width:			100
Height:		110
Length:		90
Detonation Radius:	40
Detonation Effects:	2, 3
Flash Radius:		500
Flash Effect:		1

exp_ani_flashes.cfg

This file needs to be placed into ../data/config/ directory.

Contains an ordered list of animations. First defined effect gets ID number 1, second gets ID number 2 and so on. These ID numbers are used in Detonation Effects: and Flash Effect: entries to define the desired animations.

Filename: EXP_flash
Filename: exp04
Filename: exp05

Notes

As stated above the shiplist isn't complete yet, meaning that the destruction of any ships other than the ones specified in the current expl_flashes.cfg will not trigger any effect.