mirror of
https://github.com/acemod/ACE3.git
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Merge branch 'master' of github.com:KoffeinFlummi/ACE3
Conflicts: addons/weather/XEH_postInit.sqf
This commit is contained in:
commit
0c3c0b0e33
1
addons/laser_selfdesignate/$PBOPREFIX$
Normal file
1
addons/laser_selfdesignate/$PBOPREFIX$
Normal file
@ -0,0 +1 @@
|
||||
z\ace\Addons\laser_selfdesignate
|
27
addons/laser_selfdesignate/CfgEventhandlers.hpp
Normal file
27
addons/laser_selfdesignate/CfgEventhandlers.hpp
Normal file
@ -0,0 +1,27 @@
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||||
class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_pre_init));
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};
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};
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||||
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_post_init));
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};
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};
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|
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class Extended_GetIn_EventHandlers {
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class B_Heli_Attack_01_F {
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class ADDON {
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getIn = QUOTE(call FUNC(onGetin));
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||||
};
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}
|
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};
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|
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class Extended_GetOut_EventHandlers {
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class B_Heli_Attack_01_F {
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class ADDON {
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getOut = QUOTE(call FUNC(onGetout));
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};
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};
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};
|
32
addons/laser_selfdesignate/CfgUI.hpp
Normal file
32
addons/laser_selfdesignate/CfgUI.hpp
Normal file
@ -0,0 +1,32 @@
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class RscPicture;
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class RscText;
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class RscControlsGroupNoScrollbars;
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/* This disables air radar. We need to make this a seperate HUD addon
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class RscInGameUI
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{
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class RscUnitInfo
|
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{
|
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class CA_Radar: RscControlsGroupNoScrollbars
|
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{
|
||||
class controls
|
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{
|
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class CA_RadarBackground: RscPicture {
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colorText[] = {0,0,0,0};
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text = "";
|
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};
|
||||
class CA_RadarIcon: RscPicture {
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||||
colorText[] = {0,0,0,0};
|
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};
|
||||
class CA_Heading: RscText {
|
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colorText[] = {0,0,0,0};
|
||||
};
|
||||
};
|
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};
|
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};
|
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};
|
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class CfgInGameUI
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{
|
||||
|
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};
|
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|
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*/
|
35
addons/laser_selfdesignate/CfgVehicles.hpp
Normal file
35
addons/laser_selfdesignate/CfgVehicles.hpp
Normal file
@ -0,0 +1,35 @@
|
||||
class CfgVehicles {
|
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class AllVehicles;
|
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|
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class Air: AllVehicles {
|
||||
class Turrets;
|
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};
|
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class Helicopter: Air
|
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{
|
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class Turrets: Turrets {
|
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class MainTurret;
|
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};
|
||||
// TODO: move these to a different HUD addon
|
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// commanderCanSee = 2+32;
|
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// gunnerCanSee = 2+32;
|
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// driverCanSee = 2+32;
|
||||
|
||||
};
|
||||
class Helicopter_Base_F: Helicopter {
|
||||
class Turrets: Turrets {
|
||||
class MainTurret: MainTurret {};
|
||||
};
|
||||
};
|
||||
class Heli_Attack_01_base_F: Helicopter_Base_F {
|
||||
class Turrets: Turrets {
|
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class MainTurret: MainTurret {};
|
||||
};
|
||||
};
|
||||
class B_Heli_Attack_01_F: Heli_Attack_01_base_F {
|
||||
class Turrets: Turrets {
|
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class MainTurret: MainTurret {
|
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stabilizedInAxes = 4; // This stablizes the turret a bit more for laser designation
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
10
addons/laser_selfdesignate/CfgWeapons.hpp
Normal file
10
addons/laser_selfdesignate/CfgWeapons.hpp
Normal file
@ -0,0 +1,10 @@
|
||||
class CfgWeapons {
|
||||
class LauncherCore;
|
||||
|
||||
class RocketPods: LauncherCore {
|
||||
canLock = 1; // Disable locking unless newb mode
|
||||
};
|
||||
class missiles_DAGR: RocketPods {
|
||||
canLock = 1; // Disable locking unless newb mode
|
||||
};
|
||||
};
|
3
addons/laser_selfdesignate/XEH_post_init.sqf
Normal file
3
addons/laser_selfdesignate/XEH_post_init.sqf
Normal file
@ -0,0 +1,3 @@
|
||||
#include "script_component.hpp"
|
||||
NO_DEDICATED;
|
||||
|
12
addons/laser_selfdesignate/XEH_pre_init.sqf
Normal file
12
addons/laser_selfdesignate/XEH_pre_init.sqf
Normal file
@ -0,0 +1,12 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
PREP(onGetIn);
|
||||
PREP(onGetOut);
|
||||
|
||||
PREP(laserHudDesignateOn);
|
||||
PREP(laserHudDesignateOff);
|
||||
|
||||
GVAR(laser) = nil;
|
||||
GVAR(laserActive) = false;
|
||||
|
||||
FUNC(getPosASL) = {visiblePositionASL (_this select 0)};
|
17
addons/laser_selfdesignate/config.cpp
Normal file
17
addons/laser_selfdesignate/config.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = { "ace_main", "ace_laser" };
|
||||
version = VERSION;
|
||||
};
|
||||
};
|
||||
|
||||
#include "CfgUI.hpp"
|
||||
|
||||
#include "CfgEventhandlers.hpp"
|
||||
#include "CfgWeapons.hpp"
|
||||
#include "CfgVehicles.hpp"
|
@ -0,0 +1,20 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
if(isNil QGVAR(laser)) exitWith {
|
||||
false
|
||||
};
|
||||
if(!local GVAR(laser)) then {
|
||||
false
|
||||
};
|
||||
|
||||
_handle = GVAR(laser) getVariable ["ACE_PFH_HANDLE", nil];
|
||||
if(!isNil "_handle") then {
|
||||
[_handle] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
REM(ACE_LASERS, GVAR(laser));
|
||||
deleteVehicle GVAR(laser);
|
||||
GVAR(laser) = nil;
|
||||
GVAR(laserActive) = false;
|
||||
|
||||
true
|
@ -0,0 +1,90 @@
|
||||
//#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
|
||||
TRACE_1("enter", _this);
|
||||
|
||||
FUNC(magnitude) = {
|
||||
_this distance [0, 0, 0]
|
||||
};
|
||||
|
||||
FUNC(mat_normalize3d) = {
|
||||
private ["_mag"];
|
||||
PARAMS_3(_vx,_vy,_vz);
|
||||
|
||||
_mag = _this call FUNC(magnitude);
|
||||
if (_mag == 0) then {_mag = 1};
|
||||
[(_vx/_mag), (_vy/_mag), (_vz/_mag)]
|
||||
};
|
||||
|
||||
FUNC(laserHudDesignatePFH) = {
|
||||
_args = _this select 0;
|
||||
_laserTarget = _args select 0;
|
||||
_shooter = _args select 1;
|
||||
|
||||
_vehicle = vehicle _shooter;
|
||||
_weapon = currentWeapon _vehicle;
|
||||
|
||||
if(!alive _shooter || isNull _vehicle || isNull _laserTarget || !GVAR(laserActive) ) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
// Retrieve the gunner and turret memory point information
|
||||
_gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer;
|
||||
|
||||
_turret = [_vehicle, _gunnerInfo select 1] call CBA_fnc_getTurret;
|
||||
_pov = getText (_turret >> "memoryPointGunnerOptics");
|
||||
_gunBeg = getText (_turret >> "gunBeg");
|
||||
_gunEnd = getText (_turret >> "gunEnd");
|
||||
TRACE_3("", _pov, _gunBeg, _gunEnd);
|
||||
|
||||
// Pull the PIP pov or barrel direction, depending on how the model is set up
|
||||
_povPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _pov ) );
|
||||
_povDir = [0,0,0];
|
||||
if(_pov == "pip0_pos") then {
|
||||
_pipDir = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition "pip0_dir" ) );
|
||||
_povDir = [_povPos, _pipDir] call BIS_fnc_vectorDiff;
|
||||
} else {
|
||||
_gunBeginPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunBeg ) );
|
||||
_gunEndPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunEnd ) );
|
||||
_povDir = [_gunEndPos, _gunBeginPos] call BIS_fnc_vectorDiff;
|
||||
};
|
||||
|
||||
TRACE_4("", _povDir, _povPos, _gunBeginPos, _gunEndPos);
|
||||
|
||||
_result = [_povPos, _povDir] call EFUNC(laser,shootCone);
|
||||
|
||||
if((count _result) > 0) then {
|
||||
_resultPositions = _result select 2;
|
||||
|
||||
if((count _resultPositions) > 0) then {
|
||||
_firstResult = _resultPositions select 0;
|
||||
_pos = _firstResult select 0;
|
||||
|
||||
// If the laser has moved less than a half meter, then dont move it.
|
||||
// Just regular use of lasers will commonly make them move this much,
|
||||
// but not across multiple close frames.
|
||||
// This loses accuracy a little, but saves position updates per frame.
|
||||
//if( ((getPosASL _laserTarget) distance _pos) > 0.5) then {
|
||||
_laserTarget setPosATL (ASLToATL _pos);
|
||||
//};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLToATL _pos, 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if(isNil QGVAR(laser)) then {
|
||||
_laserTarget = "LaserTarget" createVehicle (getpos player);
|
||||
|
||||
GVAR(laserActive) = true;
|
||||
|
||||
_handle = [FUNC(laserHudDesignatePFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler;
|
||||
_laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false];
|
||||
|
||||
GVAR(laser) = _laserTarget;
|
||||
} else {
|
||||
[] call FUNC(laserHudDesignateOff);
|
||||
[] call FUNC(laserHudDesignateOn);
|
||||
};
|
||||
|
13
addons/laser_selfdesignate/functions/fnc_onGetin.sqf
Normal file
13
addons/laser_selfdesignate/functions/fnc_onGetin.sqf
Normal file
@ -0,0 +1,13 @@
|
||||
#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
// TODO: we should do this differently eventually
|
||||
private["_onActionId", "_offActionId"];
|
||||
TRACE_1("ENTER", _this);
|
||||
|
||||
// TODO: THIS SHOULD NOT BE ACTIONS EVENTUALLY
|
||||
|
||||
_onActionId = player addAction ["Laser Designator On", { _this call FUNC(laserHudDesignateOn) }, [], 1, false, false, "", QUOTE( (gunner (vehicle player)) == player && !GVAR(laserActive))];
|
||||
player setVariable[QGVAR(onActionId), _onActionId, false];
|
||||
|
||||
_offActionId = player addAction ["Laser Designator Off", { _this call FUNC(laserHudDesignateOff) }, [], 1, false, false, "", QUOTE( (gunner (vehicle player)) == player && GVAR(laserActive))];
|
||||
player setVariable[QGVAR(offActionId), _offActionId, false];
|
10
addons/laser_selfdesignate/functions/fnc_onGetout.sqf
Normal file
10
addons/laser_selfdesignate/functions/fnc_onGetout.sqf
Normal file
@ -0,0 +1,10 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
_onActionId = player getVariable[QGVAR(onActionId), -1];
|
||||
_offActionId = player getVariable[QGVAR(offActionId), -1];
|
||||
|
||||
player removeAction _onActionId;
|
||||
player removeAction _offActionId;
|
||||
|
||||
player setVariable[QGVAR(onActionId), -1, false];
|
||||
player setVariable[QGVAR(offActionId), -1, false];
|
@ -0,0 +1 @@
|
||||
#include "\z\ace\Addons\laser_selfdesignate\script_component.hpp"
|
12
addons/laser_selfdesignate/script_component.hpp
Normal file
12
addons/laser_selfdesignate/script_component.hpp
Normal file
@ -0,0 +1,12 @@
|
||||
#define COMPONENT laser_selfdesignate
|
||||
#include "\z\ace\Addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_LASER_SELFDESIGNATE
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_SETTINGS_LASER_SELFDESIGNATE
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_LASER_SELFDESIGNATE
|
||||
#endif
|
||||
|
||||
#include "\z\ace\Addons\main\script_macros.hpp"
|
@ -5,7 +5,14 @@ TRACE_1("enter", _this);
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
if(!local _shooter) exitWith { false };
|
||||
if(_weapon == "missiles_DAGR") then {
|
||||
//_this call FUNC(guidance_DAGR);
|
||||
_this call FUNC(guidance_HellfireII);
|
||||
};
|
||||
|
||||
switch _weapon do {
|
||||
case "missiles_DAGR": {
|
||||
_this call FUNC(guidance_DAGR);
|
||||
};
|
||||
case "GBU12BombLauncher": {
|
||||
_this call FUNC(guidance_LGB);
|
||||
};
|
||||
};
|
||||
|
||||
//_this call FUNC(guidance_HellfireII);
|
||||
|
@ -1,4 +1,4 @@
|
||||
#define DEBUG_MODE_FULL
|
||||
//#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
|
||||
FUNC(guidance_Hellfire_LOAL_HI_PFH) = {
|
||||
@ -21,7 +21,7 @@ FUNC(guidance_Hellfire_LOAL_HI_PFH) = {
|
||||
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
|
||||
};
|
||||
|
||||
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace__laser_fnc_findLaserDesignator;
|
||||
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace_laser_fnc_findLaserDesignator;
|
||||
_addHeight = [0,0,0];
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
|
@ -1,4 +1,7 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
PREP(fired);
|
||||
PREP(onGetLockedTarget);
|
||||
PREP(onGetLockedTarget);
|
||||
|
||||
PREP(translateToWeaponSpace);
|
||||
PREP(translateToModelSpace);
|
@ -6,19 +6,44 @@ PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
FUNC(guidance_Javelin_LOBL_HI_PFH) = {
|
||||
TRACE_1("enter", _this);
|
||||
private["_pitch", "_yaw", "_wentTerminal", "_target", "_targetPos", "_curVelocity", "_missile" ];
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_shooter = _args select 0;
|
||||
_missile = _args select 6;
|
||||
|
||||
if((count _this) > 2) then {
|
||||
_wentTerminal = _this select 2;
|
||||
} else {
|
||||
_this set[2, false];
|
||||
_wentTerminal = false;
|
||||
};
|
||||
|
||||
if((count _this) > 3) then {
|
||||
_targets = _this select 3;
|
||||
_target = _targets select 0;
|
||||
_targetPos = _targets select 1;
|
||||
} else {
|
||||
_this set[3, [GVAR(currentTarget),GVAR(currentTargetPos)] ];
|
||||
_target = GVAR(currentTarget);
|
||||
_targetPos = GVAR(currentTargetPos);
|
||||
};
|
||||
|
||||
_curVelocity = velocity _missile;
|
||||
|
||||
if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
|
||||
if(!alive _missile || isNull _missile) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
TRACE_2("Setting launch parameters", GVAR(currentTarget), GVAR(currentTargetPos));
|
||||
_target = GVAR(currentTarget);
|
||||
|
||||
_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
|
||||
if(isNil "_launchPos") then {
|
||||
TRACE_1("Setting launch parameters", "");
|
||||
_launchPos = getPosASL _shooter;
|
||||
_shooter setVariable [QGVAR(launchPos), _launchPos, false];
|
||||
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
|
||||
};
|
||||
|
||||
_addHeight = [0,0,0];
|
||||
if(!isNil "_target") then {
|
||||
|
||||
@ -28,37 +53,28 @@ FUNC(guidance_Javelin_LOBL_HI_PFH) = {
|
||||
|
||||
_missilePos = getPosASL _missile;
|
||||
// player sideChat "G!";
|
||||
_targetPos = GVAR(currentTargetPos);
|
||||
|
||||
|
||||
TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
|
||||
if((count _targetPos) > 0) then {
|
||||
_distanceToTarget = _missilePos vectorDistance _targetPos;
|
||||
_distanceToTarget = [(_missilePos select 0), (_missilePos select 1), (_targetPos select 2)] vectorDistance _targetPos;
|
||||
|
||||
_defPitch = 0.05;
|
||||
_defPitch = 0.25;
|
||||
|
||||
if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
|
||||
_addHeight = [0,0,(_targetPos select 2) + ((_launchPos distance _targetPos)*2)];
|
||||
if( (_missilePos select 2) < (_targetPos select 2) + 160 && !_wentTerminal) then {
|
||||
_addHeight = [0,0,(_targetPos select 2) + ( (_distanceToTarget * 2) + 160)];
|
||||
TRACE_1("Climb phase", _addHeight);
|
||||
//_defPitch = 0.1;
|
||||
} else {
|
||||
// Covered half the distance, go terminal
|
||||
if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
|
||||
TRACE_1("TERMINAL", "");
|
||||
} else {
|
||||
if((_missilePos select 2) > (_targetPos select 2)) then {
|
||||
_heightDiff = (_missilePos select 2) - (_targetPos select 2);
|
||||
TRACE_1("Coasting", _heightDiff);
|
||||
_addHeight = [0,0, _heightDiff];
|
||||
};
|
||||
};
|
||||
_wentTerminal = true;
|
||||
_this set[2, _wentTerminal];
|
||||
TRACE_1("TERMINAL", "");
|
||||
};
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
|
||||
_defYaw = 0.0035;
|
||||
|
||||
|
||||
_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
_yaw = 0.0;
|
||||
TRACE_5("", _missile, _xVec, _yVec, _zVec, _targetPos);
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_defYaw;
|
||||
} else {
|
||||
@ -75,6 +91,9 @@ FUNC(guidance_Javelin_LOBL_HI_PFH) = {
|
||||
_pitch = _defPitch;
|
||||
};
|
||||
};
|
||||
|
||||
TRACE_3("", _targetVectorSeeker, _pitch, _yaw);
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
|
||||
@ -95,9 +114,11 @@ FUNC(guidance_Javelin_LOBL_HI_PFH) = {
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
TRACE_5("", _xVec, _yVec, _zVec, _yaw, _pitch);
|
||||
_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
|
||||
_vectorTo = _missilePos vectorFromTo _outVector;
|
||||
TRACE_3("", _missile, _outVector, _vectorTo);
|
||||
_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
|
||||
};
|
||||
|
||||
@ -116,7 +137,7 @@ FUNC(guidance_Javelin_LOBL_HI) = {
|
||||
};
|
||||
|
||||
if(!local _shooter) exitWith { false };
|
||||
if(_weapon == "launch_B_Titan_short_F") then {
|
||||
if(_ammo == "M_Titan_AT") then {
|
||||
_fireMode = _shooter getVariable ["ACE_FIRE_SELECTION", ACE_DEFAULT_FIRE_SELECTION];
|
||||
|
||||
switch (_fireMode select 0) do {
|
||||
|
16
addons/wep_javelin/functions/fnc_translateToModelSpace.sqf
Normal file
16
addons/wep_javelin/functions/fnc_translateToModelSpace.sqf
Normal file
@ -0,0 +1,16 @@
|
||||
_object = _this select 0;
|
||||
_origin = getPosASL _object;
|
||||
_matrix = _this select 1;
|
||||
_xVec = _matrix select 0;
|
||||
_yVec = _matrix select 1;
|
||||
_zVec = _matrix select 2;
|
||||
|
||||
_offset = _this select 2;
|
||||
|
||||
_x = _offset select 0;
|
||||
_y = _offset select 1;
|
||||
_z = _offset select 2;
|
||||
|
||||
_out = (((_xVec vectorMultiply _x) vectorAdd (_yVec vectorMultiply _y)) vectorAdd (_zVec vectorMultiply _z)) vectorAdd _origin;
|
||||
|
||||
_out;
|
23
addons/wep_javelin/functions/fnc_translateToWeaponSpace.sqf
Normal file
23
addons/wep_javelin/functions/fnc_translateToWeaponSpace.sqf
Normal file
@ -0,0 +1,23 @@
|
||||
|
||||
_object = _this select 0;
|
||||
_origin = getPosASL _object;
|
||||
_matrix = _this select 1;
|
||||
_xVec = _matrix select 0;
|
||||
_yVec = _matrix select 1;
|
||||
_zVec = _matrix select 2;
|
||||
|
||||
_offset = _this select 2;
|
||||
|
||||
_offset = _offset vectorDiff _origin;
|
||||
|
||||
_x = _offset select 0;
|
||||
_y = _offset select 1;
|
||||
_z = _offset select 2;
|
||||
|
||||
_out = [
|
||||
((_xVec select 0)*_x) + ((_xVec select 1)*_y) + ((_xVec select 2)*_z),
|
||||
((_yVec select 0)*_x) + ((_yVec select 1)*_y) + ((_yVec select 2)*_z),
|
||||
((_zVec select 0)*_x) + ((_zVec select 1)*_y) + ((_zVec select 2)*_z)
|
||||
];
|
||||
|
||||
_out;
|
Loading…
Reference in New Issue
Block a user