Difference between revisions of "Script - Flashy Deaths (new)"
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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_SD_rad[name] = 1 | |
| − | |||
| − | |||
| − | arr_SD_rad[name] = | ||
arr_SD_eff[name] = { } | arr_SD_eff[name] = { } | ||
arr_SD_m[name] = 1 | arr_SD_m[name] = 1 | ||
| − | arr_SF_rad[name] = | + | 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( | + | local result = line_to_parse:sub(start_key) |
| − | + | 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( | + | 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 |
| − | + | 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_val = nil | ||
local temp_arr = nil | local temp_arr = nil | ||
entry_start = nil | entry_start = nil | ||
| − | + | ||
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-- 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 | ||
| − | + | 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 | ||
| − | + | 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 | ||
| − | + | 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 | ||
| − | + | 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 | ||
| − | + | 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 | ||
| − | + | 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 | ||
| − | + | 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_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 = " | + | 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.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 n_attempts = get_number_of_explosions(arr_SD_m[str_S_class]) | |
| − | local n_attempts = arr_SD_m[str_S_class] | + | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
for n = 1,n_attempts do | for n = 1,n_attempts do | ||
| − | local | + | local l_bool_ok_to_pass = false |
| − | local | + | |
| − | local | + | local l_v_rnd = get_rnd_vector_sphere() |
| − | local | + | |
| − | + | 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 | 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() | + | if mn.Ships[name]:isValid() then |
| − | + | if mn.Ships[name]:hasShipExploded() == 2 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_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.