Javelin locking fire modes were reversed.

This commit is contained in:
jaynus 2015-04-10 11:37:03 -07:00
parent c428bf051f
commit 5083a5a0d2
5 changed files with 17 additions and 12 deletions

View File

@ -9,15 +9,11 @@ class CfgAmmo {
class M_PG_AT : MissileBase {
model = "\A3\Weapons_F\Ammo\Rocket_01_fly_F";
proxyShape = "\A3\Weapons_F\Ammo\Rocket_01_F";
irLock = 0;
laserLock = 0;
airLock = 0;
weaponLockSystem = "2 + 16";
hit = 600;
indirectHit = 50;
indirectHitRange = 4;
maxSpeed = 720;
maxControlRange = 5000;
@ -29,7 +25,7 @@ class CfgAmmo {
initTime = 0.002;
thrustTime = 1.07;
thrust = 530;
fuseDistance = 5;
fuseDistance = 2;
effectsMissileInit = "MissileDAR1";
effectsMissile = "missile2";
@ -132,7 +128,7 @@ class CfgAmmo {
seekerMaxRange = 2500; // Range from the missile which the seeker can visually search
// Attack profile type selection
defaultAttackProfile = "TOP";
defaultAttackProfile = "LIN";
attackProfiles[] = { "TOP", "LIN" };
};
};

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@ -22,11 +22,11 @@ TRACE_2("", _distanceToTarget, _distanceToShooter);
_addHeight = [0,0,0];
// Always climb an arc on initial launch if we are close to the round
if( ((ASLtoATL _projectilePos) select 2) < 50 && _distanceToShooter < 50) then {
if( ((ASLtoATL _projectilePos) select 2) < 140 && _distanceToShooter < 50) then {
_addHeight = _addHeight vectorAdd [0,0,_distanceToTarget];
} else {
// If we are below the target, increase the climbing arc
if((_projectilePos select 2) < (_seekerTargetPos select 2) && _distanceToTarget > 100) then {
if((_projectilePos select 2) < (_seekerTargetPos select 2) + 140 && _distanceToTarget > 100) then {
_addHeight = _addHeight vectorAdd [0,0, ((_seekerTargetPos select 2) - (_projectilePos select 2))+50];
};
};
@ -36,7 +36,7 @@ if( (_projectilePos select 2) > (_seekerTargetPos select 2) && _distanceToTarget
_addHeight = _addHeight vectorDiff [0,0, ((_projectilePos select 2) - (_seekerTargetPos select 2)) * 0.5];
} else {
if((_projectilePos select 2) > (_seekerTargetPos select 2) && _distanceToTarget > 100) then {
_addHeight = _addHeight vectorAdd [0,0, _distanceToTarget*0.02];
_addHeight = _addHeight vectorDiff [0,0, ((_projectilePos select 2) - (_seekerTargetPos select 2)) * 0.5];
};
};

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@ -35,7 +35,6 @@ if ( isNil "_attackProfile" || { ! ( _attackProfile in (getArray (_config >> "at
if ( isNil "_lockMode" || { ! ( _lockMode in (getArray (_config >> "seekerLockModes" ) ) ) } ) then {
_lockMode = getText (_config >> "defaultSeekerLockMode");
};
TRACE_4("Beginning ACE guidance system",_target,_ammo,_seekerType,_attackProfile);
[FUNC(guidancePFH), 0, [_this,
@ -58,3 +57,10 @@ TRACE_4("Beginning ACE guidance system",_target,_ammo,_seekerType,_attackProfile
[ diag_tickTime ]
]
] call cba_fnc_addPerFrameHandler;
/* Clears locking settings
(vehicle _shooter) setVariable [QGVAR(target), nil];
(vehicle _shooter) setVariable [QGVAR(seekerType), nil];
(vehicle _shooter) setVariable [QGVAR(attackProfile), nil];
(vehicle _shooter) setVariable [QGVAR(lockMode), nil];
*/

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@ -77,6 +77,9 @@ if(!isNil "_seekerTargetPos") then {
_adjustTime = _adjustTime * (_runtimeDelta / TIMESTEP_FACTOR);
TRACE_4("Adjust timing", 1/accTime, _adjustTime, _runtimeDelta, (_runtimeDelta / TIMESTEP_FACTOR) );
// @TODO: Apply velocity multiplier to yaw/pitch. Basically, it can adjust faster at lower speeds
//_adjustDeflection = (vectorMagnitude velocity _projectile);
_outVector = [_projectile, [_xVec, _yVec, _zVec], [_yaw, _adjustTime, _pitch]] call FUNC(translateToModelSpace);
_vectorTo = _projectilePos vectorFromTo _outVector;

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@ -5,7 +5,7 @@ TRACE_1("enter", _this);
private["_player", "_currentFireMode"];
_currentFireMode = ACE_player getVariable["ace_missileguidance_attackProfile", "TOP"];
if(_currentFireMode == "LIN") then {
if(_currentFireMode == "TOP") then {
__JavelinIGUITop ctrlSetTextColor __ColorGreen;
__JavelinIGUIDir ctrlSetTextColor __ColorGray;
} else {