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#include "script_component.hpp"
/*
* Author: Brandon (TCVM)
* Attack profile: Wire guided
*
* Arguments:
* 0: Seeker Target PosASL <ARRAY>
* 1: Guidance Arg Array <ARRAY>
* 2: Attack Profile State <ARRAY>
*
* Return Value:
* Missile Aim PosASL <ARRAY>
*
* Example:
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* [[1,2,3], [], []] call ace_missileguidance_fnc_attackProfile_WIRE;
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*
* Public: No
*/
params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
_args params ["_firedEH"];
_firedEH params ["_shooter","","","","","","_projectile"];
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_attackProfileStateParams params["_maxCorrectableDistance", "_wireCut", "_randomVector", "_crosshairOffset", "_seekerMaxRangeSqr", "_seekerMinRangeSqr", "_wireCutSource", "_distanceAheadOfMissile"];
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private _projectilePos = getPosASL _projectile;
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private _shooterPos = getPosASL _shooter;
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private _shooterDir = vectorNormalized(_seekerTargetPos vectorDiff _shooterPos);
private _distanceToProjectile = _shooterPos vectorDistanceSqr _projectilePos;
if ((_distanceToProjectile > _seekerMaxRangeSqr) || { _wireCut }) exitWith {
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// wire snap, random direction
if (_randomVector isEqualTo [0, 0, 0]) then {
_randomVector = RANDOM_VECTOR_3D vectorMultiply 300;
_attackProfileStateParams set [1, true];
_attackProfileStateParams set [2, _randomVector];
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playSound3D ["a3\sounds_f\air\sfx\SL_rope_break.wss", objNull, false, AGLtoASL (_shooter modelToWorld _wireCutSource), 5, 1, 150];
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};
_projectilePos vectorAdd _randomVector
};
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if (_seekerTargetPos isEqualTo [0, 0, 0] || { _distanceToProjectile < _seekerMinRangeSqr }) exitWith {
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// cut wire if its caught on terrain
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/*if (lineIntersectsSurfaces [getPosASL _shooter, _projectilePos, _shooter] isNotEqualTo []) then {
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_attackProfileStateParams set [1, true];
};*/
// return position 50m infront of projectile
_projectilePos vectorAdd (_projectile vectorModelToWorld [0, 50, 0])
};
private _relativeCorrection = _projectile vectorWorldToModel (_projectilePos vectorDiff _seekerTargetPos);
_relativeCorrection = _relativeCorrection vectorDiff _crosshairOffset;
private _magnitude = vectorMagnitude [_relativeCorrection select 0, 0, _relativeCorrection select 2];
private _fovImpulse = 1 min (_magnitude / _maxCorrectableDistance); // the simulated impulse for the missile being close to the center of the crosshair
// Adjust the impulse due to near-zero values creating wobbly missiles?
private _correction = _fovImpulse;
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_relativeCorrection = (vectorNormalized _relativeCorrection) vectorMultiply _correction;
private _returnPos = _projectilePos vectorDiff (_projectile vectorModelToWorld _relativeCorrection);
_returnPos vectorAdd (_shooterDir vectorMultiply _distanceAheadOfMissile)