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 calling the ls_vehicle_fnc_impulsorMonitor function, this is no longer the case. 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 repulss
};
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
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
3. Variables
ls_impulsor_active
Whether the impulsor is active or not.
Boolean
ls_impulsor_level
The current impulsor mode.
Number
ls_impulsor_overchargeActive
Whether overcharge is active or not.
Boolean
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