ACE3/addons/nlaw/XEH_postInit.sqf

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#include "script_component.hpp"
if (!hasInterface) exitWith {};
GVAR(isLockKeyDown) = false;
// Degrees per second
GVAR(yawChange) = 0;
GVAR(pitchChange) = 0;
// Add keybind
["ACE3 Weapons", QGVAR(trackTarget), localize LSTRING(trackTarget), {
call FUNC(keyDown);
false // Return false so it doesn't block the rest weapon action
}, {
TRACE_1("lock key up",GVAR(isLockKeyDown));
GVAR(isLockKeyDown) = false;
false
}, [15, [false, false, false]], false] call CBA_fnc_addKeybind; //Tab Key
// Visual debuging, idealy used with a moving vehicle called "testTarget"
#ifdef DRAW_NLAW_INFO
GVAR(debug_firedPrediction) = [];
addMissionEventHandler ["Draw3d", {
// BLACK - On fired path prediction
{ drawIcon3D _x; } forEach GVAR(debug_firedPrediction);
// GREEN - Draw an object called "testTarget"'s aim pos and 1 sec aimpos predicted by velocity
if ((!isNil "testTarget") && {!isNull testTarget}) then {
{
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [0,1,0,1], ASLtoAGL ((aimPos testTarget) vectorAdd ((velocity testTarget) vectorMultiply _x)), 0.75, 0.75, 0, format ["%1", _x], 1, 0.025, "TahomaB"];
} forEach [0, 1, 2, 3];
};
// RED - If lock key is down, draw weapon dir and predicted path at various times
if (GVAR(yawChange) != 0) then {
{
private _viewASL = AGLtoASL positionCameraToWorld [0,0,0];
private _viewDir = ACE_player weaponDirection (currentWeapon ACE_player);
(_viewDir call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"];
private _realYaw = _yaw + GVAR(yawChange) * _x;
private _realPitch = _pitch + GVAR(pitchChange) * _x;
private _returnTargetPos = _viewASL vectorAdd ([1000, _realYaw, _realPitch] call CBA_fnc_polar2vect);
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLtoAGL _returnTargetPos, 0.75, 0.75, 0, format ["%1", _x], 1, 0.025, "TahomaB"];
} forEach [0, 1, 2, 3];
};
}];
#endif