2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2017-05-10 16:29:04 +00:00
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/*
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* Author: bux, PabstMirror
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* Commands the selected unit or group to start suppressive fire on the unit, group or location the module is placed on
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*
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* Arguments:
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2017-09-21 14:19:49 +00:00
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* 0: Module logic <OBJECT>
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2017-05-10 16:29:04 +00:00
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* 1: Synchronized units <ARRAY>
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* 2: Activated <BOOL>
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*
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* Return Value:
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* None
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*
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2017-06-08 13:31:51 +00:00
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* Example:
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* [LOGIC, [bob, kevin], true] call ace_zeus_fnc_moduleSuppressiveFire
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*
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2017-05-10 16:29:04 +00:00
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* Public: No
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*/
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// #define DRAW_ZEUS_INFO
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if (canSuspend) exitWith {[FUNC(moduleSuppressiveFire), _this] call CBA_fnc_directCall;};
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params ["_logic", "_units", "_activated"];
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2017-09-21 14:19:49 +00:00
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if !(_activated && {local _logic}) exitWith {};
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2017-05-10 16:29:04 +00:00
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// Validate the module target
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private _unit = effectiveCommander (attachedTo _logic);
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TRACE_3("moduleSuppressiveFire placed",_unit,typeOf _unit,typeOf _logic);
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deleteVehicle _logic; // cleanup logic now, we just needed it to get the attached unit
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if (isNull _unit) exitWith {
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[LSTRING(NothingSelected)] call FUNC(showMessage);
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};
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if (!alive _unit) exitWith {
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2017-09-21 14:19:49 +00:00
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[LSTRING(OnlyAlive)] call FUNC(showMessage);
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2017-05-10 16:29:04 +00:00
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};
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if ([_unit] call EFUNC(common,isPlayer)) exitWith {
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["str_a3_cfgvehicles_moduleremotecontrol_f_errorPlayer"] call FUNC(showMessage);
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};
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[_unit, {
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params ["_successful", "_unit", "_mousePosASL"];
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TRACE_3("getModuleDestination return",_successful,_unit,_mousePosASL);
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2017-09-21 14:19:49 +00:00
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if !(_successful && {alive _unit}) exitWith {};
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2017-05-10 16:29:04 +00:00
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private _vehicle = vehicle _unit;
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private _targetASL = _mousePosASL vectorAdd [0,0,0.6]; // mouse pos is at ground level zero, raise up a bit;
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private _artilleryMag = "";
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2021-02-18 18:58:08 +00:00
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if ((getNumber (configOf _vehicle >> "artilleryScanner")) == 1) then {
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2017-05-10 16:29:04 +00:00
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// Artillery - Get mortar ammo type and verify in range
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if (isNull gunner _vehicle) exitWith {_targetASL = [];};
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{
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private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
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private _hit = getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit");
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if (_hit > 20) exitWith {_artilleryMag = _x;};
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} forEach getArtilleryAmmo [_vehicle];
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TRACE_1("getArtilleryAmmo",_artilleryMag);
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if (_artilleryMag == "") exitWith {_targetASL = [];};
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private _eta = _vehicle getArtilleryETA [ASLtoAGL _targetASL, _artilleryMag];
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TRACE_1("getArtilleryETA",_eta);
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if (_eta < 0) exitWith {
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[ELSTRING(Interaction,NotInRange)] call FUNC(showMessage);
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_targetASL = [];
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};
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["TOF: %1 sec", _eta toFixed 1] call FUNC(showMessage);
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} else {
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// Direct fire - Get a target position that will work
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private _lis = lineIntersectsSurfaces [eyePos _unit, _targetASL, _unit, _vehicle];
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if ((count _lis) > 0) then { // If point is hidden, unit won't fire, do a ray cast to find where they should shoot at
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_targetASL = ((_lis select 0) select 0);
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TRACE_1("using ray cast pos",_mousePosASL distance _targetASL);
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};
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if (_unit isEqualTo _vehicle) then { // Max range a unit can fire seems to be based on the weapon's config
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private _distance = _targetASL vectorDistance eyePos _unit;
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private _maxWeaponRange = getNumber (configFile >> "CfgWeapons" >> (currentWeapon _unit) >> "maxRange");
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TRACE_3("",_distance,_maxWeaponRange,currentWeapon _unit);
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if (_distance > (_maxWeaponRange - 50)) then {
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if (_distance > (2.5 * _maxWeaponRange)) then {
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_targetASL = [];
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[ELSTRING(Interaction,NotInRange)] call FUNC(showMessage);
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} else {
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// 1-2.5x the weapon max range, find a virtual point the AI can shoot at (won't have accurate elevation, but it will put rounds downrange)
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private _fakeElevation = (_distance / 100000) * (_distance - _maxWeaponRange);
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_targetASL = (eyePos _unit) vectorAdd (((eyePos _unit) vectorFromTo _targetASL) vectorMultiply (_maxWeaponRange - 50)) vectorAdd [0,0,_fakeElevation];
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TRACE_2("using virtual halfway point",_mousePosASL distance _targetASL,_fakeElevation);
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};
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};
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};
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};
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if (_targetASL isEqualTo []) exitWith {};
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private _units = [_unit];
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if (_unit == (leader _unit)) then {_units = units _unit;};
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if (_artilleryMag != "") then {_units = [gunner _vehicle];};
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{
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if (((_unit distance _x) < 30) && {!([_x] call EFUNC(common,isPlayer))} && {[_x] call EFUNC(common,isAwake)}) then {
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TRACE_2("sending event",_x,_targetASL);
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[QGVAR(suppressiveFire), [_x, _targetASL, _artilleryMag], _x] call CBA_fnc_targetEvent;
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};
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} forEach _units;
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#ifdef DRAW_ZEUS_INFO
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[eyePos _unit, _mousePosASL, [0,0,1,1]] call EFUNC(common,addLineToDebugDraw);
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[eyePos _unit, _targetASL, [1,0,0,1]] call EFUNC(common,addLineToDebugDraw);
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if (_unit != _vehicle) then {
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[_vehicle] call CBA_fnc_addUnitTrackProjectiles;
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} else {
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{
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[_x] call CBA_fnc_addUnitTrackProjectiles;
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} forEach _units;
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};
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#endif
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2018-02-24 17:44:57 +00:00
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}, localize LSTRING(ModuleSuppressiveFire_DisplayName), "\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1, 0, 0, 1], 45] call FUNC(getModuleDestination);
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