Impulsor
Legion Studios' impulsor framework, allowing vehicles to move much faster at the cost of fuel.
1. Configuration
Making a vehicle use the impulsor framework is very straightforward. Previous iterations required executing the ls_vehicle_fnc_impulsorMonitor
, this is no longer the case and this function is no longer used, but kept for backwards compatibility.
Here is an example setup for the impulsor framework using default values:
// This class contains default values for impulse settings
// It is strongly encouraged to use this class or inherit
// from the ls_impulsor class of a vehicle itself.
class ls_impulsor_base {
enabled = 1; // 0-Disabled, 1-Enabled
speed = 400; // Speed in km/h
fuelDrain = 0.0001; // Percent of fuel used every 1/2 seconds
overchargeSpeed = 600; // Same but for overcharge
overchargeFuelDrain = 0.0003; // Same but for overcharge
// Time in seconds before overcharge can be used after turning it off
overchargeCooldown = 60;
// CfgSounds class to play when impulse is activated
impulseSoundOn = "ls_impulseOn_laat";
// CfgSounds class to play when impulse is de-activated
impulseSoundOff = "ls_impulseOff_laat";
repulseSoundOn = ""; // Same but for repulse
repulseSoundOff = ""; // Same but for repulse
}
class CfgVehicles {
class ls_laati;
class TAG_myLAATi: ls_laati {
class ls_impulsor: ls_impulsor_base {
// Whatever changes you'd like here
};
};
};
2. Events
2.1 Listenable
Name
Description
Arguments
Global / Local
ls_impulsor_activated
Vehicle's impulsor is activated.
[_vehicle, _impulseSettings]
Global
ls_impulsor_deactivated
Vehicle's impulsor is deactivated.
[_vehicle, _impulseSettings]
Global
ls_impulsor_levelChanged
Vehicle's impulsor level is changed.
[_vehicle, _impulseSettings, _impulseLevel, _oldImpulseLevel]
Local
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