class FlareSimulation : Managed { protected Particle m_ParMainFire; protected EffectSound m_BurningSound; protected FlareLight m_FlareLight; const static float MAX_FARLIGHT_DIST = 40; const static float MIN_FARLIGHT_DIST = 5; static ref NoiseParams m_NoisePar; // Contains the noise data ( template and strength ) float m_LastNoiseTime = -1; float m_NoiseTimer = 0; const float NOISE_DELAY = 5; // How much time between two consecutive noise pings static protected typename m_ScriptedLight; static protected int m_ParticleId; void FlareSimulation() { m_ScriptedLight = FlareLight; m_ParticleId = ParticleList.FLAREPROJ_ACTIVATE; } void OnActivation(Entity flare) { if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) { m_FlareLight = FlareLight.Cast( ScriptedLightBase.CreateLight( m_ScriptedLight, Vector(0,0,0) ) ); if ( m_FlareLight ) m_FlareLight.AttachOnObject( flare ); if (m_ParMainFire) m_ParMainFire.Stop(); m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( m_ParticleId, flare ); m_ParMainFire.SetWiggle( 7, 0.3 ); flare.PlaySoundSetLoop( m_BurningSound, "roadflareLoop_SoundSet", 0, 0 ); } if ( GetGame().IsServer() ) { // Create and load noise parameters m_NoisePar = new NoiseParams(); m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare"); } } void OnTermination(Entity flare) { //MiscGameplayFunctions.GenerateAINoiseAtPosition(flare.GetPosition(), NOISE_DELAY, m_NoisePar); } void OnFire( Entity flare) { //m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( ParticleList.FLAREPROJ_FIRE, flare); //m_ParMainFire.SetWiggle( 7, 0.3); } void Simulate( Entity flare ) { DayZPlayer player = GetGame().GetPlayer(); if ( player ) vector playerPos = player.GetPosition(); float dist = vector.DistanceSq(flare.GetPosition(), playerPos); if ( ( dist <= MAX_FARLIGHT_DIST * MAX_FARLIGHT_DIST ) && ( dist > MIN_FARLIGHT_DIST * MIN_FARLIGHT_DIST ) ) m_ParMainFire.SetParameter( 0, EmitorParam.SIZE, MiscGameplayFunctions.Normalize(dist, MAX_FARLIGHT_DIST * MAX_FARLIGHT_DIST) ); if ( dist <= MIN_FARLIGHT_DIST * MIN_FARLIGHT_DIST ) TurnOffDistantLight(); //CastFlareAINoise( flare.GetPosition() ); } void CastFlareAINoise( vector position ) { if ( m_LastNoiseTime < 0 ) m_LastNoiseTime = GetGame().GetTime() * 0.0033; float delta_time = GetGame().GetTime() * 0.0033 - m_LastNoiseTime; m_LastNoiseTime = GetGame().GetTime() * 0.0033; m_NoiseTimer += delta_time; if ( m_NoiseTimer >= NOISE_DELAY ) { MiscGameplayFunctions.GenerateAINoiseAtPosition(position, NOISE_DELAY, m_NoisePar); m_NoiseTimer = 0; } } void TurnOffDistantLight() { if (m_ParMainFire) { m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME, 0); m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME_RND, 0); m_ParMainFire.SetParameter(0, EmitorParam.REPEAT, 0); m_ParMainFire.SetParameter(0, EmitorParam.SIZE, 0); } } void ~FlareSimulation() { if (m_ParMainFire) m_ParMainFire.Stop(); if (m_BurningSound) m_BurningSound.SoundStop(); if (m_FlareLight) m_FlareLight.FadeOut(); } } class FlareSimulation_Red : FlareSimulation { void FlareSimulation_Red() { m_ScriptedLight = FlareLightRed; m_ParticleId = ParticleList.FLAREPROJ_ACTIVATE_RED; } } class FlareSimulation_Green : FlareSimulation { void FlareSimulation_Green() { m_ScriptedLight = FlareLightGreen; m_ParticleId = ParticleList.FLAREPROJ_ACTIVATE_GREEN; } } class FlareSimulation_Blue : FlareSimulation { void FlareSimulation_Blue() { m_ScriptedLight = FlareLightBlue; m_ParticleId = ParticleList.FLAREPROJ_ACTIVATE_BLUE; } }