DayZ 1.24
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DynamicArea_Flare.c
Go to the documentation of this file.
1// The dummy entity which is spawned in the announcement process of Dynamic Contaminated Areas
3{
4 const float FALL_SPEED = 0.5; // The speed at which this object falls ( units per second )
5 const float LIFETIME = 40000; // How long this entity will stay in world
8 {
9 SetEventMask(EntityEvent.FRAME);
10 SetFlags(EntityFlags.ACTIVE, false);
11
12 // We create the particle effect
13 m_Particle = ParticleManager.GetInstance().PlayOnObject(ParticleList.FLAREPROJ_ACTIVATE_RED, this);
14
15 // We specify we will delete this object after set time
16 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().ObjectDeleteOnClient, LIFETIME, false, this);
17 }
18
19 // We slowly fall
20 override void EOnFrame(IEntity other, float timeSlice)
21 {
23 newPos[1] = newPos[1] - (FALL_SPEED * timeSlice);
25 }
26
27 // We delete the entity and stop the particles
28 override void EEDelete(EntityAI parent)
29 {
30 if (m_Particle)
32 }
33}
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
class JsonUndergroundAreaTriggerData GetPosition
override void EEDelete(EntityAI parent)
override void EOnFrame(IEntity other, float timeSlice)
Legacy way of using particles in the game.
Definition Particle.c:7
void Stop()
Legacy function for backwards compatibility with 1.14 and below.
Definition Particle.c:262
static const int FLAREPROJ_ACTIVATE_RED
proto native CGame GetGame()
proto native void SetPosition(vector position)
Set the world position of the Effect.
Definition Effect.c:420
proto native void SetFlags(ShapeFlags flags)
EntityEvent
Entity events for event-mask, or throwing event from code.
Definition EnEntity.c:44
EntityFlags
Entity flags.
Definition EnEntity.c:114
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8