Merge branch 'master' into missile_sdb

This commit is contained in:
PabstMirror 2024-08-23 10:54:25 -05:00
commit 58adcfb39e
47 changed files with 656 additions and 126 deletions

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@ -46,7 +46,7 @@
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian>
<Japanese>アドバンスド弾道計算</Japanese>
<Japanese>高度な弾道計算</Japanese>
<Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese>
<Chinesesimp>进阶弹道系统</Chinesesimp>
@ -63,7 +63,7 @@
<Hungarian>Fejlett ballisztika</Hungarian>
<Russian>Продвинутая баллистика</Russian>
<Italian>Balistica Avanzata</Italian>
<Japanese>アドバンスド弾道計算を有効化</Japanese>
<Japanese>高度な弾道計算を有効化</Japanese>
<Korean>고급 탄도학</Korean>
<Chinese>先進彈道系統</Chinese>
<Chinesesimp>进阶弹道系统</Chinesesimp>
@ -80,7 +80,7 @@
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
<Russian>Включает продвинутую баллистику</Russian>
<Italian>Abilita Balistica Avanzata</Italian>
<Japanese>アドバンスド弾道計算は高度な弾道計算処理を有効化します。</Japanese>
<Japanese>高度な弾道計算を有効化します。</Japanese>
<Korean>고급 탄도학을 적용합니다</Korean>
<Chinese>啟用先進彈道系統</Chinese>
<Chinesesimp>启用进阶弹道系统</Chinesesimp>
@ -280,7 +280,7 @@
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
<Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian>
<Italian>Definisce il raggio attorno al giocatore (in metri) entro il quale la Balistica Avanzata è applicata ai proiettili</Italian>
<Japanese>アドバンスド弾道計算の適用半径範囲 (プレイヤー中心、メートル単位) を定義します。</Japanese>
<Japanese>高度な弾道計算が飛翔体に適用される半径距離 (プレイヤー中心、メートル単位) を定義します。</Japanese>
<Korean>플레이어 주위의 발사체를 고급 탄도학으로 정의하는 범위를 정합니다(미터)</Korean>
<Chinese>以玩家的半徑距離(公尺)定義先進彈道系統啟用範圍</Chinese>
<Chinesesimp>定义玩家周围的半径(米),在这个半径内,进阶弹道系统会被启用</Chinesesimp>
@ -297,7 +297,7 @@
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
<Italian>Questo modulo abilita la simulazione della Balistica Avanzata - essa comporta che la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata.</Italian>
<Japanese>アドバンスド弾道計算のシミュレーションを有効化します。 弾道は気温・気圧・湿度・重力・弾薬の種類・発射する武器などの変化による影響を受けるようになります。</Japanese>
<Japanese>高度な弾道計算のシミュレーションを有効化します。 弾道は気温・気圧・湿度・重力・弾薬の種類・発射する武器などの変化による影響を受けるようになります。</Japanese>
<Korean>이 모듈은 고급 탄도학을 적용시킵니다 - 이는 발사체의 궤적이 기온, 대기압, 습도, 중력, 탄환의 종류와 어느 무기에서 발사되는지에 따라 영향을 받습니다.</Korean>
<Chinese>該模塊實現先進的彈道仿真 - 這意味著子彈的軌跡是由空氣溫度、大氣壓力、濕度、重力、彈藥類型以及射擊的武器所影響</Chinese>
<Chinesesimp>该模块实现增强的弹道模拟—子弹的轨迹由空气温度、大气压力、湿度、重力、弹药类型和射击的武器等变量所影响</Chinesesimp>

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@ -7,7 +7,7 @@
<German>ACE Erweiterte Ausdauer</German>
<Chinese>ACE 進階疲勞</Chinese>
<Chinesesimp>ACE 进阶体力</Chinesesimp>
<Japanese>ACE アドバンスド疲労</Japanese>
<Japanese>ACE 高度な疲労</Japanese>
<Italian>ACE Fatica Avanzata</Italian>
<Korean>ACE 고급 피로도</Korean>
<French>ACE Fatigue avancée</French>
@ -173,7 +173,7 @@
<English>Enables/disables Advanced Fatigue.</English>
<Spanish>Activa/desactiva la fatiga avanzada</Spanish>
<German>Aktiviert/deaktiviert Advanced Fatigue.</German>
<Japanese>アドバンスド疲労は高度な疲労管理システムを有効化します。</Japanese>
<Japanese>高度な疲労を有効/無効化します。</Japanese>
<Polish>Włącza/wyłącza zaawansowaną wytrzymałość</Polish>
<Korean>고급 피로도 활성화/비활성화</Korean>
<French>Active/Désactive la fatigue avancée.</French>

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@ -5,7 +5,7 @@
<English>Advanced Throwing</English>
<Spanish>Lanzamiento Avanzado</Spanish>
<Russian>Улучшенный бросок гранат</Russian>
<Japanese>アドバンスド投擲</Japanese>
<Japanese>高度な投擲</Japanese>
<Polish>Zaawansowane rzucanie</Polish>
<German>Erweitertes Wurfsystem</German>
<Korean>고급 투척</Korean>
@ -21,7 +21,7 @@
<English>Allows changing advanced throwing behaviour.</English>
<Spanish>Permite modificar el comportamiento del lanzamiento avanzado</Spanish>
<Russian>Позволяет настраивать поведение улучшенного броска гранат.</Russian>
<Japanese>アドバンスド投擲は投擲の高度な動作挙動を変更可能にします。</Japanese>
<Japanese>高度な投擲挙動への変更を可能にします。</Japanese>
<Polish>Zezwala na zmianę zachowania zaawansowanego trybu rzucania.</Polish>
<German>Erlaubt es, das Verhalten des erweiterten Wurfsystems zu ändern.</German>
<Korean>고급 투척 행위를 허가합니다</Korean>
@ -36,7 +36,7 @@
<English>Enable Advanced Throwing</English>
<Spanish>Activar Lanzamiento Avanzado</Spanish>
<Russian>Вкл. улучшенный бросок</Russian>
<Japanese>アドバンスド投擲を有効化</Japanese>
<Japanese>高度な投擲を有効化</Japanese>
<Polish>Aktywuj zaawansowane rzucanie</Polish>
<German>Aktiviere erweitertes Wurfsystem</German>
<Korean>고급 투척 활성화 </Korean>
@ -52,7 +52,7 @@
<English>Enables advanced throwing system.</English>
<Spanish>Activa el Lanzamiento Avanzado</Spanish>
<Russian>Включает систему улучшенного броска.</Russian>
<Japanese>アドバンスド投擲は高度な投擲システムを有効化します。</Japanese>
<Japanese>高度な投擲システムを有効化します。</Japanese>
<Polish>Aktywuje system zaawansowanego rzucania.</Polish>
<German>Aktiviert das erweiterte Wurfsystem.</German>
<Korean>고급 투척을 활성화 합니다</Korean>

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@ -44,7 +44,7 @@
<French>Avancé</French>
<Hungarian>Fejlett</Hungarian>
<Italian>Avanzato</Italian>
<Japanese>アドバンスド</Japanese>
<Japanese>高度な</Japanese>
<Korean>고급</Korean>
<Chinese>進階</Chinese>
<Chinesesimp>进阶</Chinesesimp>

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@ -59,7 +59,7 @@
<Czech>Defense Advanced GPS Receiver</Czech>
<Italian>Defense Advanced GPS Receiver</Italian>
<French>Defense Advanced GPS Receiver</French>
<Japanese>国防のための高なGPS受信機 (Defense Advanced GPS Receiver)</Japanese>
<Japanese>国防のための高機能なGPS受信機 (Defense Advanced GPS Receiver)</Japanese>
<Korean>국방 고급위성항법시스템 수신기</Korean>
<Chinese>軍用高級防禦GPS接收器</Chinese>
<Chinesesimp>军用高级防御 GPS 接收器</Chinesesimp>

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@ -38,9 +38,8 @@ class CfgAmmo {
EGVAR(vehicle_damage,incendiary) = 1.0;
class ace_missileguidance {
minDeflection = 0;
maxDeflection = 0;
incDeflection = 0;
pitchRate = 0;
yawRate = 0;
canVanillaLock = 0;
@ -51,6 +50,9 @@ class CfgAmmo {
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = { "LOAL", "LOBL" };
defaultNavigationType = "LineOfSight";
navigationTypes[] = { "LineOfSight" };
seekLastTargetPos = 0;
seekerAngle = 30;
seekerAccuracy = 1;
@ -82,6 +84,9 @@ class CfgAmmo {
class ace_missileguidance {
enabled = 1;
pitchRate = 0;
yawRate = 0;
// Guidance type for munitions
defaultSeekerType = "SACLOS";
seekerTypes[] = { "SACLOS" };

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@ -302,7 +302,7 @@
<Italian>Influenza la Fatica Avanzata</Italian>
<Chinese>與進階疲勞聯動</Chinese>
<Chinesesimp>与进阶疲劳联动</Chinesesimp>
<Japanese>アドバンスド疲労への影響</Japanese>
<Japanese>高度な疲労への影響</Japanese>
<Russian>Влияние на продвинутую усталость</Russian>
<Polish>Wpływ na zaawansowane zmęczenie</Polish>
<Turkish>Gelişmiş Yorgunluk</Turkish>
@ -317,7 +317,7 @@
<Italian>Determina se fame e sete influenzano la Fatica Avanzata ACE.</Italian>
<Chinese>是否讓飲食影響到ACE的進階疲勞。</Chinese>
<Chinesesimp>是否让饮食影响到 ACE 的进阶疲劳。</Chinesesimp>
<Japanese>喉の渇きと空腹度が ACE アドバンスド疲労へ与える影響を定義します。</Japanese>
<Japanese>喉の渇きと空腹度が ACE 高度な疲労へ与える影響を定義します。</Japanese>
<Russian>Определяет, будет ли жажда и голод влиять на продвинутую усталость ACE.</Russian>
<Polish>Kontroluje czy pragnienie i głód mają wpływ na zaawansowane zmęczenie ACE.</Polish>
<Turkish>Acıkınca veya susayınca kişinin yorulup yorulmayacağını belirler.</Turkish>

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@ -624,7 +624,7 @@
<Polish>Zaawansowany DAGR</Polish>
<Italian>DAGR Avanzato</Italian>
<Korean>고급형 DAGR입니다</Korean>
<Japanese>より高度なDAGR</Japanese>
<Japanese>高機能なDAGR</Japanese>
<Russian>Продвинутый DAGR</Russian>
<French>DAGR avancé</French>
<Spanish>DAGR Avanzado</Spanish>
@ -634,7 +634,7 @@
<Polish>%3MicroDAGR GPS%4 jest zaawansowaną wersją %3DAGR%4. Dostarcza dane oparte o pozycję, nawigację, i czas (PNT): &lt;br/&gt;%2Kompas i kierunek&lt;br/&gt;%2Datę i godzinę zsynchronizowaną z misją&lt;br/&gt;%2Elewację (relatywną do poziomu morza)&lt;br/&gt;%2Obecną prędkość&lt;br/&gt;%2GPS z widokiem topograficznym i satelitarnym&lt;br/&gt;%2Tworzenie, nazywanie oraz usuwanie waypointów&lt;br/&gt;%2Identyfikację sojuszników (Wymaga ACE BLUFOR Tracker)&lt;br/&gt;Połączenie do dalmierza Vector-21 w celu importu danych (waypointy i współrzędne zmierzonego celu)&lt;br/&gt;&lt;br/&gt;%3Użycie: %4&lt;br/&gt;%2Po instrukcję użycia odwiedź %3MicroDAGR%4 wiki.</Polish>
<Italian>Il %3GPS MicroDAGR%4 è una versione avanzata del %3DAGR%4. Esso mostra dati su posizione, navigazione e tempismo (PNT), includendo:&lt;br/&gt;%2Bussola e azimut&lt;br/&gt;%2Data e ora sincronizzate con la missione&lt;br/&gt;%2Elevazione (dal livello del mare)&lt;br/&gt;%2Velocità attuale&lt;br/&gt;%2GPS con visuale topografica e satellitare&lt;br/&gt;%2Creazione, rinomina e rimozione di waypoint&lt;br/&gt;%2Identificazione di alleati (Richiede Impostazioni ACE BLUFOR Tracker)&lt;br/&gt;Connessione al Telemetro Vector-21 per importazione di dati (creazione waypoint e indicazione di griglia su bersagli puntati)&lt;br/&gt;&lt;br/&gt;%3Utilizzo:%4&lt;br/&gt;%2Per informazioni sull'utilizzo sei pregato di visitare la pagina wiki dedicata al %3MicroDAGR%4.</Italian>
<Korean>%3마이크로DAGR GPS%4는 %3DAGR%4의 고급 버전입니다. 다음과 같이 위치, 내비게이션 및 타이밍(PNT) 데이터를 제공합니다:&lt;br/&gt;%2나침반 및 방향&lt;br/&gt;%2임무와 동기화된 날짜 및 시간&lt;br/&gt;%2고도 (해수면 기준)&lt;br/&gt;%2현재 속도&lt;br/&gt;%2지형 및 위성 시점 기능이 있는 GPS&lt;br/&gt;%2웨이포인트 생성, 작명 및 삭제&lt;br/&gt;%2아군 식별 (ACE의 GPS 피아식별기 켜기 체크 필요)&lt;br/&gt;%2데이터를 가져오기 위한 벡터-21 거리계에 연결(원거리 대상의 웨이포인트 생성 및 좌표 참조)&lt;br/&gt;&lt;br/&gt;%3사용 방법:%4&lt;br/&gt;%2사용 방법을 보려면 전용 %3마이크로DAGR%4의 위키를 방문하십시오.</Korean>
<Japanese>%3MicroDAGR GPS%4は%3DAGR%4のより高なバージョンです。測位、航法、計時(PNT)データが提供されます。これには以下の情報を含みます:&lt;br/&gt;%2コンパスと方位&lt;br/&gt;%2ミッションに同期された日付と時間&lt;br/&gt;%2標高 (海面に対する相対値)&lt;br/&gt;%2現在の速度&lt;br/&gt;%2地形図と衛星ビューを備えたGPS&lt;br/&gt;%2ウェイポイントの作成、名前付け、および削除&lt;br/&gt;%2友軍の識別 (ACE ブルーフォーストラッキング設定が必要)&lt;br/&gt;ベクター21レンジファインダーへの接続とデータのインポート (ウェイポイントの作成と遠距離ターゲットのグリッド参照)&lt;br/&gt;&lt;br/&gt;%3使用方法:%4&lt;br/&gt;%2使用手順については、専用の %3MicroDAGR%4 wiki を参照してください。</Japanese>
<Japanese>%3MicroDAGR GPS%4は%3DAGR%4のより高機能なバージョンです。測位、航法、計時(PNT)データが提供されます。これには以下の情報を含みます:&lt;br/&gt;%2コンパスと方位&lt;br/&gt;%2ミッションに同期された日付と時間&lt;br/&gt;%2標高 (海面に対する相対値)&lt;br/&gt;%2現在の速度&lt;br/&gt;%2地形図と衛星ビューを備えたGPS&lt;br/&gt;%2ウェイポイントの作成、名前付け、および削除&lt;br/&gt;%2友軍の識別 (ACE ブルーフォーストラッキング設定が必要)&lt;br/&gt;ベクター21レンジファインダーへの接続とデータのインポート (ウェイポイントの作成と遠距離ターゲットのグリッド参照)&lt;br/&gt;&lt;br/&gt;%3使用方法:%4&lt;br/&gt;%2使用手順については、専用の %3MicroDAGR%4 wiki を参照してください。</Japanese>
<Spanish>El %3GPS MicroDAGR%4 es una versión avanzada del %3DAGR%4. Provee de posicionamiento, navegación y datos de temporización (PNT) que incluye:&lt;br/&gt;%2Brújula y dirección&lt;br/&gt;%2Fecha y hora sincronizada con la misión&lt;br/&gt;%2Elevación (relativa al nivel del mar)&lt;br/&gt;%2Velocidad actual&lt;br/&gt;%2GPS con vista topográfica y satelital&lt;br/&gt;%2Creación, nombrado y borrado de puntos de ruta&lt;br/&gt;%2Identificación de aliados (Requiere la opción de ACE BLUFOR Tracker)&lt;br/&gt;Conexión con el telémetro Vector-21 para importación de datos (creación de puntos de ruta y referenciado en eje de coordenada para objetivos a distancia)&lt;br/&gt;&lt;br/&gt;%3Uso:%4&lt;br/&gt;%2Para instrucciones de uso, por favor visita la Wiki dedicada de %3MicroDAGR%4.</Spanish>
</Key>
<Key ID="STR_ACE_FieldManual_Items_RangeTables_DisplayName">

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@ -62,7 +62,7 @@
<Spanish>Distancia máxima de señalado</Spanish>
<Czech>Maximální dosah pro ukazování směru</Czech>
<Italian>Raggio massimo puntamento</Italian>
<Japanese>指差しの最大範囲</Japanese>
<Japanese>指差しの最大距離</Japanese>
<Korean>가리키기 최대 범위</Korean>
<Chinesesimp>指向标记最大显示距离</Chinesesimp>
<Chinese>指向指示器最大顯示距離</Chinese>
@ -79,7 +79,7 @@
<Spanish>Distancia máxima entre los jugadores para mostrar el indicador que señala [por defecto: 4 metros]</Spanish>
<Czech>Maximální vzdálenost mezi hráči pro ukázání směru [výchozí: 4 metry]</Czech>
<Italian>Distanza massima tra giocatori per mostrare l'indicatore di puntamento [Predefinito: 4 metri]</Italian>
<Japanese>指差しのマーカー表示が他のプレイヤーに表示される最大範囲 [デフォルト: 4メートル]</Japanese>
<Japanese>指差しのマーカー表示が他のプレイヤーに表示される最大距離 [デフォルト: 4メートル]</Japanese>
<Korean>플레이어 사이에서 가리키기 표시를 보이게 하는 최대거리를 설정합니다[기본설정: 4 미터]</Korean>
<Chinesesimp>设定指向标记最大显示距离。[预设4米]</Chinesesimp>
<Chinese>設定指向指示器最大顯示距離。[預設: 4公尺]</Chinese>

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@ -26,9 +26,8 @@ class CfgAmmo {
class ace_missileguidance {
enabled = 1;
minDeflection = 0.0005; // Minium flap deflection for guidance
maxDeflection = 0.01; // Maximum flap deflection for guidance
incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
pitchRate = 30; // degrees per second
yawRate = 30;
canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
@ -39,6 +38,9 @@ class CfgAmmo {
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = { "LOAL", "LOBL" };
defaultNavigationType = "Direct";
navigationTypes[] = { "Direct", "ZeroEffortMiss" };
seekLastTargetPos = 1; // seek last target position [if seeker loses LOS of target, continue to last known pos]
seekerAngle = 70; // Angle in front of the missile which can be searched
seekerAccuracy = 1; // seeker accuracy multiplier
@ -49,6 +51,19 @@ class CfgAmmo {
// Attack profile type selection
defaultAttackProfile = "hellfire";
attackProfiles[] = {"hellfire", "hellfire_hi", "hellfire_lo"};
class navigationStates {
class initial {
transitionCondition = QFUNC(midCourseTransition);
navigationType = "Direct";
};
class terminal {
transitionCondition = "";
navigationType = "ZeroEffortMiss";
};
// transitions from initial -> termimal
states[] = {"initial", "terminal"};
};
};
};
class ACE_Hellfire_AGM114N: ACE_Hellfire_AGM114K {
@ -75,8 +90,8 @@ class CfgAmmo {
canVanillaLock = 1;
enabled = 1; // Missile Guidance must be explicitly enabled
seekLastTargetPos = 0;
defaultSeekerType = "ARH";
seekerTypes[] = { "ARH" };
defaultSeekerType = "MillimeterWaveRadar";
seekerTypes[] = { "MillimeterWaveRadar" };
defaultSeekerLockMode = "LOBL";
seekerLockModes[] = { "LOBL" };

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@ -2,3 +2,4 @@ LOG("prep");
PREP(attackProfile);
PREP(getAttackProfileSettings);
PREP(setupVehicle);
PREP(midCourseTransition);

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@ -18,80 +18,99 @@
*/
params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
_args params ["_firedEH", "_launchParams", "", "", "_stateParams"];
_args params ["_firedEH", "_launchParams", "_flightParams", "", "_stateParams"];
_stateParams params ["", "_seekerStateParams"];
_launchParams params ["","_targetLaunchParams","_seekerType"];
_targetLaunchParams params ["", "", "_launchPos"];
_targetLaunchParams params ["", "", "_launchPos", "_launchDir"];
_firedEH params ["","","","","","","_projectile"];
// Get state params:
if (_attackProfileStateParams isEqualTo []) then {
_this call FUNC(getAttackProfileSettings);
};
_attackProfileStateParams params ["_attackStage", "_configLaunchHeightClear"];
_attackProfileStateParams params ["_attackStage", "_configLaunchHeightClear", "_missileStateData"];
private _projectilePos = getPosASL _projectile;
private _distanceFromLaunch2d = _launchPos distance2d _projectilePos;
private _heightAboveLaunch = (_projectilePos select 2) - (_launchPos select 2);
// Add height depending on distance for compensate
private _returnTargetPos = nil;
private _returnTargetPos = _seekerTargetPos;
if (_returnTargetPos isEqualTo [0, 0, 0]) then {
private _initialDistanceToTarget = 8000;
_returnTargetPos = _launchPos vectorAdd (_launchDir vectorMultiply _initialDistanceToTarget);
};
private _closingRate = vectorMagnitude velocity _projectile;
// subtract 500 meters to account for the fact that we don't want to be at the perfect pitch exactly when we cross the target
// 500 seemed good in testing
private _timeToGo = ((_projectilePos distance2d _seekerTargetPos) - 500) / _closingRate;
// we could do stuff like desired attack angle, but I'm not going that far today
private _los = _projectilePos vectorFromTo _seekerTargetPos;
_flightParams params ["_pitchRate", "_yawRate"];
private _angleToTarget = acos ((vectorDir _projectile) vectorCos _los);
private _atMinRotationAngle = _angleToTarget >= (_pitchRate * _timeToGo);
switch (_attackStage) do {
case STAGE_LAUNCH: { // Gain height quickly to pass terrain mask
_returnTargetPos = _projectilePos getPos [100, getDir _projectile];
_returnTargetPos set [2, (_projectilePos select 2) + 36.4]; // 100 and 36.4 gives a 20 deg angle
_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 20)]; // 100 and 36.4 gives a 20 deg angle
if (_heightAboveLaunch > _configLaunchHeightClear) then {
_attackProfileStateParams set [0, STAGE_SEEK_CRUISE];
_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
TRACE_2("New Stage: STAGE_SEEK_CRUISE",_distanceFromLaunch2d,_heightAboveLaunch);
};
if (_atMinRotationAngle) then {
_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
};
};
case STAGE_SEEK_CRUISE: { // Slowly gain altitude while searching for target
_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
// Before 4000 cruise at 5.7 degrees up, then level out
private _cruiseHeight = linearConversion [3000, 5000, _distanceFromLaunch2d, 10, 0, true];
_returnTargetPos = _projectilePos getPos [100, getDir _projectile];
_returnTargetPos set [2, (_projectilePos select 2) + _cruiseHeight];
_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 5.7)];
if (_seekerTargetPos isNotEqualTo [0,0,0]) then {
_attackProfileStateParams set [0, STAGE_ATTACK_CRUISE];
_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
TRACE_1("New Stage: STAGE_ATTACK_CRUISE",_distanceFromLaunch2d);
};
};
case STAGE_ATTACK_CRUISE: {
_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
private _currentHeightOverTarget = (_projectilePos select 2) - (_seekerTargetPos select 2);
private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos;
private _distToGoRatio = _distanceToTarget2d / (_launchPos distance2d _seekerTargetPos);
// arcing up at 7 degrees to start until 50% left, then smooth curve to a downward attack
private _gainSlope = linearConversion [0.5, 0.1, _distToGoRatio, 7, -7, true];
_returnTargetPos = +_seekerTargetPos;
_returnTargetPos set [2, ((_projectilePos select 2) + (_distanceToTarget2d * sin _gainSlope)) max (_seekerTargetPos select 2)];
_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 7)];
if ((_distanceToTarget2d < 500) || {(_currentHeightOverTarget atan2 _distanceToTarget2d) > 15}) then { // Wait until we can come down at a sharp angle
// if we are at the rotation limit, rotate to target
if (_atMinRotationAngle || {(_currentHeightOverTarget atan2 _distanceToTarget2d) > 15}) then { // Wait until we can come down at a sharp angle
_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
};
};
case STAGE_ATTACK_TERMINAL: {
private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos;
_returnTargetPos = _seekerTargetPos vectorAdd [0, 0, _distanceToTarget2d * 0.02];
};
};
// Special radar case. Adjust target position such that we are leading it
if (_attackStage >= 3 && { _seekerType isEqualTo "ARH" }) then {
_seekerStateParams params ["", "", "", "", "", "", "", "_lastKnownVelocity"];
private _projectileVelocity = velocity _projectile;
if (_projectileVelocity#2 < 0) then {
private _projectileSpeed = vectorMagnitude _projectileVelocity; // this gives a precise impact time versus using speed _projectile. Dont change
private _timeUntilImpact = (_seekerTargetPos distance _projectilePos) / _projectileSpeed;
_returnTargetPos = _returnTargetPos vectorAdd (_lastKnownVelocity vectorMultiply _timeUntilImpact);
};
};
// missile guidance defines this variable in doAttackProfile
//IGNORE_PRIVATE_WARNING ["_attackProfileName"];
_attackProfileName = ["na", "hellfire - LAUNCH", "hellfire - SEEK CRUISE", "hellfire - ATTACK CRUISE", "hellfire - TERMINAL"] select _attackStage;
// TRACE_1("Adjusted target position",_returnTargetPos);
TRACE_1("Adjusted target position",_returnTargetPos);
_returnTargetPos;

View File

@ -27,6 +27,8 @@ private _attackConfig = configFile >> QEGVAR(missileguidance,AttackProfiles) >>
// Launch (clearing terrain mask for LO/HI):
private _configLaunchHeightClear = getNumber (_attackConfig >> QGVAR(launchHeightClear));
private _projectilePos = getPosASL _projectile;
// Get starting stage
private _startingStage = if (_configLaunchHeightClear > 0) then {
STAGE_LAUNCH; // LOAL-HI / LO
@ -40,5 +42,9 @@ private _startingStage = if (_configLaunchHeightClear > 0) then {
// Set data in param array
_attackProfileStateParams set [0, _startingStage];
_attackProfileStateParams set [1, _configLaunchHeightClear];
_attackProfileStateParams set [2, [
_projectilePos select 2,
_seekerTargetPos distance2d _projectilePos
]];
TRACE_1("new shot settings",_attackProfileStateParams);

View File

@ -0,0 +1,29 @@
#include "..\script_component.hpp"
/*
* Author: tcvm
* Condition to switch to next navigation profile
*
* Arguments:
* Guidance Arg Array <ARRAY>
*
* Return Value:
* None
*
* Example:
* [] call ace_hellfire_fnc_midCourseTransition
*
* Public: No
*/
_args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams", "_targetData", "_navigationStateData"];
_firedEH params ["_shooter","","","","_ammo","","_projectile"];
_launchParams params ["_shooter","_targetLaunchParams","_seekerType","_attackProfile","_lockMode","_laserInfo","_navigationType"];
_targetLaunchParams params ["_target", "_targetPos", "_launchPos", "_launchDir", "_launchTime"];
_flightParams params ["_pitchRate", "_yawRate", "_isBangBangGuidance"];
_stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState","_navigationParams", "_guidanceParameters"];
_seekerParams params ["_seekerAngle", "_seekerAccuracy", "_seekerMaxRange", "_seekerMinRange"];
_targetData params ["_targetDirection", "_attackProfileDirection", "_targetRange", "_targetVelocity", "_targetAcceleration"];
_attackProfileStateParams params ["_state"];
_state isEqualTo STAGE_ATTACK_TERMINAL;

View File

@ -58,12 +58,13 @@ class CfgAmmo {
class ace_missileguidance {
enabled = 1;
minDeflection = 0; // Minium flap deflection for guidance
maxDeflection = 0.0030; // Maximum flap deflection for guidance
incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
pitchRate = 45; // Minium flap deflection for guidance
yawRate = 45; // Maximum flap deflection for guidance
canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
showTrail = 1;
// Guidance type for munitions
defaultSeekerType = "SACLOS";
seekerTypes[] = { "SACLOS" };
@ -71,6 +72,14 @@ class CfgAmmo {
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = { "LOAL", "LOBL" };
defaultNavigationType = "Line";
navigationTypes[] = { "Line" };
lineGainP = 7;
lineGainD = 6;
initialPitch = 2;
seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
seekerAngle = 30; // Angle from the shooter's view that can track the missile
seekerAccuracy = 1; // seeker accuracy multiplier
@ -78,7 +87,6 @@ class CfgAmmo {
seekerMinRange = 75;
seekerMaxRange = 4000; // Range from the missile which the seeker can visually search
correctionDistance = 8; // distance from center of crosshair where missile slows down
offsetFromCrosshair[] = { 0, 0, 0.5 }; // where the missile wants to stay in relation to the center of the crosshair.
// Attack profile type selection

View File

@ -4,11 +4,22 @@ class CfgVehicles {
class Turrets;
};
class LT_01_base_F: Tank_F {
class AnimationSources;
class Turrets: Turrets {
class MainTurret;
};
};
class LT_01_AT_base_F: LT_01_base_F {
class AnimationSources: AnimationSources {
class Missiles_revolving {
source = "revolving";
weapon = QGVAR(generic_launcher);
};
class Missiles_reloadMagazine {
source = "reloadMagazine";
weapon = QGVAR(generic_launcher);
};
};
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"SmokeLauncher","HMG_127",QGVAR(generic_launcher)};

View File

@ -1331,15 +1331,19 @@
<English>Interaction with animations</English>
<Russian>Взаимодействие с анимациями</Russian>
<French>Interaction avec les animations</French>
<Japanese>車両アニメーションベースのインタラクション</Japanese>
</Key>
<Key ID="STR_ACE_Interaction_interactWithEnemyCrew_DisplayName">
<English>Interact With Enemy Crew</English>
<Japanese>敵乗員がいる状態でのインタラクト</Japanese>
</Key>
<Key ID="STR_ACE_Interaction_interactWithEnemyCrew_Description">
<English>Limit some interactions on vehicles crewed by enemy factions.</English>
<Japanese>敵性力の乗員が乗っている車両へのインタラクションを一部制限します。</Japanese>
</Key>
<Key ID="STR_ACE_Interaction_interactWithEnemyCrew_allowCSW">
<English>Allow for Static Weapons</English>
<Japanese>固定火器への許可</Japanese>
</Key>
</Package>
</Project>

View File

@ -75,7 +75,7 @@
<German>Maximale Reichweite zwischen Spielern um Kartenzeichen anzuzeigen</German>
<Spanish>Máxima distancia a la cual pueden verse el indicador de gestos</Spanish>
<French>Définit le rayon au-delà duquel un joueur ne verra plus l'indicateur de pointage des autres joueurs.</French>
<Japanese>マップ ジェスチャのインジケータを表示可能なプレーヤー間の最大距離</Japanese>
<Japanese>マップ ジェスチャのインジケータを表示可能なプレーヤー間の最大範囲距離</Japanese>
<Korean>플레이어간에 지도 신호 표시거리를 설정합니다.</Korean>
<Chinesesimp>设定地图指示显示的最大范围距离</Chinesesimp>
<Chinese>設定地圖指示器顯示的最大範圍距離</Chinese>

View File

@ -2,6 +2,6 @@ class EGVAR(missileguidance,AttackProfiles) {
class maverick {
name = "LOAL-DIR";
nameLocked = "LOBL-DIR";
functionName = QEFUNC(missileguidance,attackProfile_DIR);
functionName = QEFUNC(missileguidance,attackProfile_LIN);
};
};

View File

@ -5,6 +5,45 @@ class CfgAmmo {
};
class Missile_AGM_02_F: MissileBase {};
class GVAR(D): Missile_AGM_02_F {
author = "Dani (TCVM)";
missileLockMaxDistance = 14000;
maneuvrability = 0;
class ace_missileguidance {
enabled = 1;
pitchRate = 15;
yawRate = 15;
canVanillaLock = 1;
defaultSeekerType = "Optic";
seekerTypes[] = {"Optic"};
defaultSeekerLockMode = "LOBL";
seekerLockModes[] = {"LOBL"};
defaultNavigationType = "AugmentedProportionalNavigation";
navigationTypes[] = { "AugmentedProportionalNavigation" };
seekLastTargetPos = 1;
seekerAngle = 60;
seekerAccuracy = 1;
seekerMinRange = 1;
seekerMaxRange = 14000;
defaultAttackProfile = "maverick";
attackProfiles[] = {"maverick"};
};
};
class GVAR(G): GVAR(D) {
class ace_missileguidance: ace_missileguidance {
enabled = 1;
};
};
class GVAR(L): Missile_AGM_02_F {
author = "xrufix";
autoSeekTarget = 0;
@ -16,9 +55,8 @@ class CfgAmmo {
class ace_missileguidance {
enabled = 1;
minDeflection = 0;
maxDeflection = 0.002;
incDeflection = 0.001;
pitchRate = 15;
yawRate = 15;
canVanillaLock = 0;
@ -28,6 +66,9 @@ class CfgAmmo {
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = {"LOAL","LOBL"};
defaultNavigationType = "AugmentedProportionalNavigation";
navigationTypes[] = { "AugmentedProportionalNavigation" };
seekLastTargetPos = 1;
seekerAngle = 60;
seekerAccuracy = 1;
@ -49,9 +90,8 @@ class CfgAmmo {
class ace_missileguidance {
enabled = 1;
minDeflection = 0;
maxDeflection = 0.002;
incDeflection = 0.001;
pitchRate = 20;
yawRate = 20;
canVanillaLock = 0;
@ -61,6 +101,9 @@ class CfgAmmo {
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = {"LOAL"};
defaultNavigationType = "AugmentedProportionalNavigation";
navigationTypes[] = { "AugmentedProportionalNavigation" };
seekLastTargetPos = 1;
seekerAngle = 40;
seekerAccuracy = 1;

View File

@ -12,7 +12,71 @@ class CfgMagazines {
class PylonRack_Missile_AGM_02_x1: magazine_Missile_AGM_02_x1 {};
class PylonRack_Missile_AGM_02_x2: magazine_Missile_AGM_02_x1 {};
// Optical Mavericks
class GVAR(D_magazine): 6Rnd_Missile_AGM_02_F {
ammo = QGVAR(D);
author = "Dani (TCVM)";
displayName = CSTRING(d_mag_x1);
};
class GVAR(D_pylonRack_1Rnd): PylonRack_1Rnd_Missile_AGM_02_F {
ammo = QGVAR(D);
author = "Dani (TCVM)";
displayName = CSTRING(d_mag_x1);
pylonWeapon = QGVAR(D_Launcher);
};
class GVAR(D_pylonRack_3Rnd): PylonRack_3Rnd_Missile_AGM_02_F {
ammo = QGVAR(D);
author = "Dani (TCVM)";
displayName = CSTRING(d_mag_x3);
pylonWeapon = QGVAR(D_Launcher);
};
class GVAR(G_magazine_x1): magazine_Missile_AGM_02_x1 {
ammo = QGVAR(G);
author = "Dani (TCVM)";
displayName = CSTRING(g_mag_x1);
};
class GVAR(G_pylonmissile_x1): PylonMissile_Missile_AGM_02_x1 {
ammo = QGVAR(G);
author = "Dani (TCVM)";
displayName = CSTRING(g_mag_x1);
pylonWeapon = QGVAR(G_Launcher);
};
class GVAR(G_pylonmissile_x2): PylonMissile_Missile_AGM_02_x2 {
ammo = QGVAR(G);
author = "Dani (TCVM)";
displayName = CSTRING(g_mag_x2);
pylonWeapon = QGVAR(G_Launcher);
};
class GVAR(G_pylonRack_1Rnd): PylonRack_1Rnd_Missile_AGM_02_F {
ammo = QGVAR(G);
author = "Dani (TCVM)";
displayName = CSTRING(g_mag_x1);
pylonWeapon = QGVAR(G_Launcher);
};
class GVAR(G_PylonRack_3Rnd): PylonRack_3Rnd_Missile_AGM_02_F {
ammo = QGVAR(G);
author = "Dani (TCVM)";
displayName = CSTRING(g_mag_x3);
pylonWeapon = QGVAR(G_Launcher);
};
class GVAR(G_PylonRack_x1): PylonRack_Missile_AGM_02_x1 {
ammo = QGVAR(G);
author = "Dani (TCVM)";
displayName = CSTRING(g_mag_x1);
pylonWeapon = QGVAR(G_Launcher);
};
class GVAR(G_PylonRack_x2): PylonRack_Missile_AGM_02_x2 {
ammo = QGVAR(G);
author = "Dani (TCVM)";
displayName = CSTRING(g_mag_x2);
pylonWeapon = QGVAR(G_Launcher);
};
// Laser Mavericks
class GVAR(L_magazine_x1): magazine_Missile_AGM_02_x1 {
ammo = QGVAR(L);
author = "xrufix";

View File

@ -6,6 +6,22 @@ class CfgWeapons {
class MissileLauncher: LauncherCore {};
class Missile_AGM_02_Plane_CAS_01_F: MissileLauncher {};
class GVAR(D_Launcher): Missile_AGM_02_Plane_CAS_01_F {
author = "Dani (TCVM)";
displayname = CSTRING(D);
magazines[] = {QGVAR(D_magazine), QGVAR(D_pylonRack_1Rnd), QGVAR(D_pylonRack_3Rnd)};
weaponLockDelay = 0.1;
weaponLockSystem = 2;
};
class GVAR(G_Launcher): weapon_AGM_65Launcher {
author = "Dani (TCVM)";
displayname = CSTRING(G);
magazines[] = {QGVAR(G_magazine_x1), QGVAR(G_pylonmissile_x1), QGVAR(G_pylonmissile_x2), QGVAR(G_pylonRack_1Rnd), QGVAR(G_PylonRack_3Rnd), QGVAR(G_PylonRack_x1), QGVAR(G_PylonRack_x2)};
weaponLockDelay = 0.1;
weaponLockSystem = 2;
};
class GVAR(L_Launcher): weapon_AGM_65Launcher {
author = "xrufix";
displayname = CSTRING(L);

View File

@ -111,6 +111,27 @@
<Turkish>1x Kh-25ML [ACE]</Turkish>
<Spanish>1x Kh-25ML [ACE]</Spanish>
</Key>
<Key ID="STR_ACE_Maverick_d">
<English>AGM-65 Maverick D</English>
</Key>
<Key ID="STR_ACE_Maverick_g">
<English>AGM-65 Maverick G</English>
</Key>
<Key ID="STR_ACE_Maverick_d_mag_x1">
<English>AGM-65 Maverick D [ACE]</English>
</Key>
<Key ID="STR_ACE_Maverick_d_mag_x3">
<English>3x AGM-65 Maverick D [ACE]</English>
</Key>
<Key ID="STR_ACE_Maverick_g_mag_x1">
<English>AGM-65 Maverick G [ACE]</English>
</Key>
<Key ID="STR_ACE_Maverick_g_mag_x2">
<English>2x AGM-65 Maverick G [ACE]</English>
</Key>
<Key ID="STR_ACE_Maverick_g_mag_x3">
<English>3x AGM-65 Maverick G [ACE]</English>
</Key>
</Container>
<Container name="weapons">
<Key ID="STR_ACE_Maverick_l">

View File

@ -1424,7 +1424,7 @@
<French>[ACE] Caisse médicale (basique)</French>
<Hungarian>[ACE] Orvosi láda (Alap)</Hungarian>
<Italian>[ACE] Cassa Rifornimenti Medici (Basici)</Italian>
<Japanese>[ACE] 医療物資箱 (ベーシック)</Japanese>
<Japanese>[ACE] 医療物資箱 (基本)</Japanese>
<Korean>[ACE] 의료 물자 (기본)</Korean>
<Chinesesimp>[ACE] 医疗补给箱(基础)</Chinesesimp>
<Chinese>[ACE] 醫療補給箱(基本)</Chinese>
@ -1441,7 +1441,7 @@
<French>[ACE] Caisse médicale (avancée)</French>
<Hungarian>[ACE] Orvosi láda (Fejlett)</Hungarian>
<Italian>[ACE] Cassa Rifornimenti Medici (Avanzati)</Italian>
<Japanese>[ACE] 医療物資箱 (アドバンスド)</Japanese>
<Japanese>[ACE] 医療物資箱 (高度)</Japanese>
<Korean>[ACE] 의료 물자 (고급)</Korean>
<Chinesesimp>[ACE] 医疗补给箱(高级)</Chinesesimp>
<Chinese>[ACE] 醫療補給箱(進階)</Chinese>

View File

@ -10,12 +10,14 @@ class CfgAmmo {
class ace_missileguidance {
enabled = 1;
minDeflection = 0; // Minium flap deflection for guidance
maxDeflection = 0.0027; // Maximum flap deflection for guidance
incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
pitchRate = 50; // Minium flap deflection for guidance
yawRate = 50; // Maximum flap deflection for guidance
initialPitch = 2;
canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
showTrail = 1;
// Guidance type for munitions
defaultSeekerType = "SACLOS";
seekerTypes[] = { "SACLOS" };
@ -23,6 +25,12 @@ class CfgAmmo {
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = { "LOAL", "LOBL" };
defaultNavigationType = "Line";
navigationTypes[] = { "Line" };
lineGainP = 10;
lineGainD = 9;
seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
seekerAngle = 15; // Angle from the shooter's view that can track the missile
seekerAccuracy = 1; // seeker accuracy multiplier
@ -30,7 +38,6 @@ class CfgAmmo {
seekerMinRange = 80;
seekerMaxRange = 2000; // Range from the missile which the seeker can visually search
correctionDistance = 3; // distance from center of crosshair where missile slows down
offsetFromCrosshair[] = { 0, 0, 0 }; // where the missile wants to stay in relation to the center of the crosshair.
// Attack profile type selection
@ -50,9 +57,8 @@ class CfgAmmo {
class ace_missileguidance {
enabled = 1;
minDeflection = 0; // Minium flap deflection for guidance
maxDeflection = 0.0027; // Maximum flap deflection for guidance
incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
pitchRate = 25; // Minium flap deflection for guidance
yawRate = 25; // Maximum flap deflection for guidance
canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
@ -63,6 +69,12 @@ class CfgAmmo {
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = { "LOAL", "LOBL" };
defaultNavigationType = "Line";
navigationTypes[] = { "Line" };
lineGainP = 21;
lineGainD = 18;
seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
seekerAngle = 15; // Angle from the shooter's view that can track the missile
seekerAccuracy = 1; // seeker accuracy multiplier
@ -70,7 +82,7 @@ class CfgAmmo {
seekerMinRange = 80;
seekerMaxRange = 2000; // Range from the missile which the seeker can visually search
correctionDistance = 3; // distance from center of crosshair where missile slows down
correctionDistance = 1; // distance from center of crosshair where missile slows down
offsetFromCrosshair[] = { 0, 0, 0 }; // where the missile wants to stay in relation to the center of the crosshair.
// Attack profile type selection

View File

@ -29,7 +29,7 @@
<Hungarian>MicroDAGR fejlett GPS vevőegység</Hungarian>
<Italian>Ricevitore GPS avanzato MicroDAGR</Italian>
<Portuguese>Receptor GPS avançado MicroDAGR</Portuguese>
<Japanese>MicroDAGRは改良された高度なGPS受信機です</Japanese>
<Japanese>MicroDAGRは高機能なGPS受信機です</Japanese>
<Korean>마이크로DAGR 고급 위성항법 수신기</Korean>
<Chinesesimp>微型军用高级防御 GPS 接收器</Chinesesimp>
<Chinese>微型軍用高級防禦GPS接收器</Chinese>

View File

@ -20,19 +20,21 @@ class CfgAmmo {
class ADDON {
enabled = 1;
minDeflection = 0.0005; // Minium flap deflection for guidance
maxDeflection = 0.0025; // Maximum flap deflection for guidance
incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
pitchRate = 40; // degrees per second
yawRate = 40;
canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
// Guidance type for munitions
defaultSeekerType = "SALH";
seekerTypes[] = { "SALH", "LIDAR", "SARH", "Optic", "Thermal", "GPS", "SACLOS", "MCLOS" };
seekerTypes[] = { "SALH" };
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = { "LOAL", "LOBL" };
defaultNavigationType = "AugmentedProportionalNavigation";
navigationTypes[] = { "AugmentedProportionalNavigation" };
seekerAngle = 90; // Angle in front of the missile which can be searched
seekerAccuracy = 1; // seeker accuracy multiplier
@ -69,9 +71,10 @@ class CfgAmmo {
class ADDON {
enabled = 1;
minDeflection = 0.00005; // Minium flap deflection for guidance
maxDeflection = 0.025; // Maximum flap deflection for guidance
incDeflection = 0.00005; // The incrmeent in which deflection adjusts.
pitchRate = 100; // degrees per second
yawRate = 100;
stabilityCoefficient = 0.2;
bangBangGuidance = 0;
canVanillaLock = 0;
@ -82,6 +85,11 @@ class CfgAmmo {
defaultSeekerLockMode = "LOBL";
seekerLockModes[] = { "LOBL" };
defaultNavigationType = "Direct";
navigationTypes[] = { "Direct", "ZeroEffortMiss" };
navigationGain = 3;
seekerAngle = 180; // Angle in front of the missile which can be searched
seekerAccuracy = 1; // seeker accuracy multiplier
@ -94,6 +102,19 @@ class CfgAmmo {
defaultAttackProfile = "JAV_TOP";
attackProfiles[] = { "JAV_TOP", "JAV_DIR" };
useModeForAttackProfile = 1;
class navigationStates {
class initial {
transitionCondition = QFUNC(javelin_midCourseTransition);
navigationType = "Direct";
};
class terminal {
transitionCondition = "";
navigationType = "ZeroEffortMiss";
};
// transitions from initial -> termimal
states[] = {"initial", "terminal"};
};
};
};
class ACE_Javelin_FGM148_static: ACE_Javelin_FGM148 {

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@ -4,24 +4,40 @@ class CfgMagazines {
class 6Rnd_ACE_Hydra70_DAGR: 12Rnd_PG_missiles {
ammo = "ACE_Hydra70_DAGR";
count = 12;
displayName = "6 Round DAGR";
displayNameShort = "6 Round DAGR";
descriptionShort = "6 Round DAGR";
displayName = CSTRING(Hydra70_DAGR_6x);
weight = 36;
};
class 12Rnd_ACE_Hydra70_DAGR: 6Rnd_ACE_Hydra70_DAGR {
count = 12;
displayName = "16 Round DAGR";
displayNameShort = "16 Round DAGR";
descriptionShort = "16 Round DAGR";
displayName = CSTRING(Hydra70_DAGR_12x);
weight = 72;
};
class 24Rnd_ACE_Hydra70_DAGR: 6Rnd_ACE_Hydra70_DAGR {
count = 24;
displayName = "24 Round DAGR";
displayNameShort = "24 Round DAGR";
descriptionShort = "24 Round DAGR";
displayName = CSTRING(Hydra70_DAGR_24x);
weight = 72;
};
class PylonRack_12Rnd_PG_missiles;
class PylonRack_6Rnd_ACE_DAGR: PylonRack_12Rnd_PG_missiles {
ammo = "ACE_Hydra70_DAGR";
displayName = CSTRING(Hydra70_DAGR_6x);
count = 6;
pylonWeapon = QGVAR(dagr);
};
class PylonRack_12Rnd_ACE_DAGR: PylonRack_12Rnd_PG_missiles {
ammo = "ACE_Hydra70_DAGR";
displayName = CSTRING(Hydra70_DAGR_12x);
count = 12;
pylonWeapon = QGVAR(dagr);
};
class PylonRack_24Rnd_ACE_DAGR: PylonRack_12Rnd_PG_missiles {
ammo = "ACE_Hydra70_DAGR";
displayName = CSTRING(Hydra70_DAGR_24x);
count = 24;
pylonWeapon = QGVAR(dagr);
};
};

View File

@ -2,8 +2,13 @@ class CfgWeapons {
class missiles_DAGR;
class GVAR(dagr): missiles_DAGR {
EGVAR(laser,canSelect) = 1; // can ace_laser lock (allows switching laser code)
EGVAR(laser,showHud) = 1; // show attack profile / lock on hud
magazines[] = {"6Rnd_ACE_Hydra70_DAGR","12Rnd_ACE_Hydra70_DAGR","24Rnd_ACE_Hydra70_DAGR","PylonRack_6Rnd_ACE_DAGR","PylonRack_12Rnd_ACE_DAGR","PylonRack_24Rnd_ACE_DAGR"};
autoFire = 0;
canLock = 0;
magazines[] = {"6Rnd_ACE_Hydra70_DAGR","12Rnd_ACE_Hydra70_DAGR","24Rnd_ACE_Hydra70_DAGR"};
weaponLockSystem = 0;
lockingTargetSound[] = {"",0,1};
lockedTargetSound[] = {"",0,1};
};

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@ -32,6 +32,7 @@ PREP(attackProfile_BEAM);
// Javelin profiles
PREP(attackProfile_JAV_DIR);
PREP(attackProfile_JAV_TOP);
PREP(javelin_midCourseTransition);
// Navigation Profiles
PREP(navigationType_zeroEffortMiss);

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@ -47,7 +47,7 @@ private _returnTargetPos = _seekerTargetPos;
switch (_attackProfileStateParams select 0) do {
case STAGE_LAUNCH: {
TRACE_1("STAGE_LAUNCH","");
if (_distanceToShooter < 10) then {
if (_distanceToShooter < 6) then {
_returnTargetPos = _seekerTargetPos vectorAdd [0,0,_distanceToTarget*2];
} else {
_attackProfileStateParams set [0, STAGE_CLIMB];
@ -55,7 +55,8 @@ switch (_attackProfileStateParams select 0) do {
};
case STAGE_CLIMB: {
TRACE_1("STAGE_CLIMB","");
private _cruisAlt = 60 * (_distanceShooterToTarget/2000);
// 65 is min range
private _cruisAlt = 60 * ((0 max (_distanceShooterToTarget - 65))/2000);
if ( ((ASLToAGL _projectilePos) select 2) - ((ASLToAGL _seekerTargetPos) select 2) >= _cruisAlt) then {
_attackProfileStateParams set [0, STAGE_TERMINAL];

View File

@ -57,7 +57,7 @@ switch( (_attackProfileStateParams select 0) ) do {
TRACE_1("STAGE_CLIMB","");
private _cruisAlt = 140;
if (_distanceShooterToTarget < 1250) then {
_cruisAlt = 140 * (_distanceShooterToTarget/1250);
_cruisAlt = 140 * ((0 max (_distanceShooterToTarget - 150))/1250);
TRACE_1("_cruisAlt",_cruisAlt);
};
if ( ((ASLToAGL _projectilePos) select 2) - ((ASLToAGL _seekerTargetPos) select 2) >= _cruisAlt) then {

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@ -0,0 +1,33 @@
#include "..\script_component.hpp"
/*
* Author: tcvm
* Condition to switch to next navigation profile
*
* Arguments:
* Guidance Arg Array <ARRAY>
*
* Return Value:
* None
*
* Example:
* [] call ace_missileguidance_fnc_javelin_midCourseTransition
*
* Public: No
*/
#define STAGE_LAUNCH 1
#define STAGE_CLIMB 2
#define STAGE_COAST 3
#define STAGE_TERMINAL 4
_args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams", "_targetData", "_navigationStateData"];
_firedEH params ["_shooter","","","","_ammo","","_projectile"];
_launchParams params ["_shooter","_targetLaunchParams","_seekerType","_attackProfile","_lockMode","_laserInfo","_navigationType"];
_targetLaunchParams params ["_target", "_targetPos", "_launchPos", "_launchDir", "_launchTime"];
_flightParams params ["_pitchRate", "_yawRate", "_isBangBangGuidance"];
_stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState","_navigationParams", "_guidanceParameters"];
_seekerParams params ["_seekerAngle", "_seekerAccuracy", "_seekerMaxRange", "_seekerMinRange"];
_targetData params ["_targetDirection", "_attackProfileDirection", "_targetRange", "_targetVelocity", "_targetAcceleration"];
_attackProfileStateParams params ["_state"];
_state isEqualTo STAGE_TERMINAL

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@ -12,7 +12,7 @@
<Portuguese>Orientação avançada de Míssil</Portuguese>
<Hungarian>Fejlett rakétairányító</Hungarian>
<Russian>Продвинутое наведение ракет</Russian>
<Japanese>アドバンスドミサイル誘導</Japanese>
<Japanese>高度なミサイル誘導</Japanese>
<Korean>고급 미사일 유도</Korean>
<Chinesesimp>进阶导弹制导</Chinesesimp>
<Chinese>進階飛彈制導</Chinese>
@ -29,7 +29,7 @@
<Hungarian>A fejlett rakétairányító (vagy AMG) többféle módosítást tartalmaz a rakéták célkövetéséhez és tüzeléséhez. Ez egy szükséges keresztrendszer a rakéta-alapú fegyverekhez.</Hungarian>
<Portuguese>Orientação avançada de mísseis ou OAM, fornece vários aprimoramentos para travamento de mísseis e disparos. Também é um sistema requerido para disparar armas que utilizem mísseis.</Portuguese>
<Czech>Pokočilé navádění raket (AMG) poskytuje několik vylepšení pro lepší zaměření a následnou střelbu. Je to prvek vyžadovaný u typu zbraní jako jsou rakety.</Czech>
<Japanese>アドバンスドミサイル誘導 (AMG) は、ミサイルの捕捉と発射に複数の機能強化を提供します。 これは、ミサイル兵器の種類に必要なフレームワークでもあります。</Japanese>
<Japanese>高度なミサイル誘導 (AMG) は、ミサイルの捕捉と発射に複数の機能強化を提供します。 これは、ミサイル兵器の種類に必要なフレームワークでもあります。</Japanese>
<Korean>고급 미사일 유도 혹은 AMG는 표적 획득 및 발사를 위한 여러 기능을 제공합니다. 미사일 종류에 따라 체계가 필요합니다.</Korean>
<Chinesesimp>进阶导弹制导增强了多种导弹锁定和射击的能力。此系统适用于所有导弹类型的武器。</Chinesesimp>
<Chinese>進階飛彈制導增強了多種導彈鎖定和射擊的能力。此系統適用於所有飛彈類型的武器</Chinese>
@ -238,5 +238,14 @@
<Key ID="STR_ACE_MissileGuidance_GPS_ui_pp_short">
<English>PP</English>
</Key>
<Key ID="STR_ACE_MissileGuidance_Hydra70_DAGR_6x">
<English>6x DAGR [ACE]</English>
</Key>
<Key ID="STR_ACE_MissileGuidance_Hydra70_DAGR_12x">
<English>12x DAGR [ACE]</English>
</Key>
<Key ID="STR_ACE_MissileGuidance_Hydra70_DAGR_24x">
<English>24x DAGR [ACE]</English>
</Key>
</Package>
</Project>

View File

@ -29,7 +29,7 @@
<Hungarian>Ez a modul lehetővé teszi a névcímkék beállításainak testreszabását.</Hungarian>
<Russian>Этот модуль позволяет настроить опции и дистанцию отображения имен игроков.</Russian>
<Italian>Questo modulo ti consente di personalizzare le impostazioni ed la distanza visibile delle Etichette Nomi</Italian>
<Japanese>このモジュールを使用すると、ネーム タグの設定と範囲を調整できます。</Japanese>
<Japanese>このモジュールを使用すると、ネーム タグの範囲と設定を調整できます。</Japanese>
<Korean>이 모듈은 당신이 이름표의 범위를 임의로 수정할 수 있게 해줍니다.</Korean>
<Chinesesimp>这个模块允许您设定名字和显示范围等设定</Chinesesimp>
<Chinese>這個模塊允許您設定名稱和顯示範圍等設定</Chinese>

View File

@ -12,3 +12,9 @@ class EGVAR(missileguidance,SeekerTypes) {
functionName = QFUNC(seeker);
};
};
class EGVAR(missileguidance,NavigationTypes) {
class GVAR(PLOS) {
functionName = QFUNC(navigation);
onFired = QFUNC(navigation_onFired);
};
};

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@ -6,9 +6,8 @@ class CfgAmmo {
class ace_missileguidance {
enabled = 1;
minDeflection = 0.0005; // Minium flap deflection for guidance
maxDeflection = 0.01; // Maximum flap deflection for guidance
incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
pitchRate = 5; // Minium flap deflection for guidance
yawRate = 10; // Maximum flap deflection for guidance
canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
@ -19,6 +18,9 @@ class CfgAmmo {
defaultSeekerLockMode = "LOBL";
seekerLockModes[] = {"LOBL"};
defaultNavigationType = QGVAR(PLOS);
navigationTypes[] = { QGVAR(PLOS) };
seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
seekerAngle = 45; // Angle in front of the missile which can be searched
seekerAccuracy = 1; // seeker accuracy multiplier

View File

@ -4,3 +4,5 @@ PREP(attackProfile);
PREP(keyDown);
PREP(onFired);
PREP(seeker);
PREP(navigation);
PREP(navigation_onFired);

View File

@ -22,7 +22,11 @@ GVAR(pitchChange) = 0;
// 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 {
{

View File

@ -18,14 +18,13 @@
*/
params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
#ifdef DRAW_NLAW_INFO
_args params ["_firedEH", "_launchParams"];
_launchParams params ["","_targetLaunchParams", "", "_attackProfile"];
_targetLaunchParams params ["", "", "_launchPos"];
_firedEH params ["","","","","","","_projectile"];
// Use seeker (if terminal)
if (_seekerTargetPos isNotEqualTo [0,0,0]) exitWith {_seekerTargetPos};
_attackProfileStateParams params ["_startTime", "_startLOS", "_yawChange", "_pitchChange"];
(_startLOS call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"];
@ -36,14 +35,6 @@ private _flightTime = CBA_missionTime - _startTime;
private _realYaw = _yaw + _yawChange * _flightTime;
private _realPitch = _pitch + _pitchChange * _flightTime;
private _returnTargetPos = _launchPos vectorAdd ([_distanceFromLaunch, _realYaw, _realPitch] call CBA_fnc_polar2vect);
if (_attackProfile == QGVAR(overflyTopAttack)) then { // Add 2m height in OTA attack mode
_returnTargetPos = _returnTargetPos vectorAdd [0,0,2];
};
#ifdef DRAW_NLAW_INFO
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,1,1], ASLtoAGL _launchPos, 0.75, 0.75, 0, "LAUNCH", 1, 0.025, "TahomaB"];
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [0,1,1,1], ASLtoAGL (_launchPos vectorAdd (_startLOS vectorMultiply (_distanceFromLaunch + 50))), 0.75, 0.75, 0, "Original LOS", 1, 0.025, "TahomaB"];
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,0,1], ASLtoAGL (_launchPos vectorAdd ([_distanceFromLaunch + 50, _realYaw, _realPitch] call CBA_fnc_polar2vect)), 0.75, 0.75, 0, format ["Predicted @%1sec",(floor(_flightTime * 10)/10)], 1, 0.025, "TahomaB"];
@ -56,5 +47,4 @@ if ((count _test) > 0) then {
};
#endif
// TRACE_1("Adjusted target position",_returnTargetPos);
_returnTargetPos;
[0, 0, 1]

View File

@ -74,7 +74,7 @@ playSound "ACE_Sound_Click";
_args set [1, _yaw];
_args set [2, _pitch];
#ifdef DEBUG_MODE_FULL
#ifdef DRAW_NLAW_INFO
hintSilent format ["Instantaneous\nYaw: %1\n Pitch: %2\nGVAR\nYaw: %3\nPitch: %4", _yawChange, _pitchChange, GVAR(yawChange), GVAR(pitchChange)];
#endif
}, .25, [CBA_missionTime, _yaw, _pitch, true]] call CBA_fnc_addPerFrameHandler;

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@ -0,0 +1,78 @@
#include "..\script_component.hpp"
/*
* Author: tcvm
* Attempts to hold angle as fed to by seeker. Does so with a simple proportional controller
*
* Arguments:
* Guidance Arg Array <ARRAY>
*
* Return Value:
* Commanded acceleration normal to LOS in world space <ARRAY>
*
* Example:
* [] call ace_missileguidance_fnc_navigationType_line
*
* Public: No
*/
// arbitrary constant
#define PROPORTIONALITY_CONSTANT 20
params ["_args", "_timestep", "_seekerTargetPos", "_profileAdjustedTargetPos", "_targetData", "_navigationParams"];
_args params ["_firedEH"];
_firedEH params ["","","","","","","_projectile"];
_navigationParams params ["_yawChange", "_pitchChange", "_lastPitch", "_lastYaw", "_initialPitch", "_pitchUp", "_lastYawRateDifference"];
// for some reason we need to multiply this. I don't know why, but it just works
_pitchChange = _pitchChange * 1.5;
_yawChange = _yawChange * 1.5;
((velocity _projectile) call CBA_fnc_vect2polar) params ["", "_currentYaw", "_currentPitch"];
private _pitchRate = if (_timestep == 0) then {
0
} else {
(_currentPitch - _lastPitch) / _timestep
};
_navigationParams set [2, _currentPitch];
private _pitchModifier = if (_pitchChange == 0) then {
1
} else {
abs (_pitchRate / _pitchChange)
};
private _desiredPitchChange = (_pitchChange - _pitchRate) * PROPORTIONALITY_CONSTANT * _pitchModifier;
_desiredPitchChange = _desiredPitchChange + _pitchUp * (_initialPitch - _currentPitch) * PROPORTIONALITY_CONSTANT * _pitchModifier;
private _yawRate = if (_timestep == 0) then {
0
} else {
(_currentYaw - _lastYaw) / _timestep
};
_navigationParams set [3, _currentYaw];
private _yawModifier = if (_yawChange == 0) then {
1
} else {
abs (_yawRate / _yawChange)
};
private _yawRateDifference = _yawChange - _yawRate;
private _yawChangeDerivative = if (_timestep == 0) then {
0
} else {
(_yawRateDifference - _lastYawRateDifference) / _timestep
};
_navigationParams set [6, _yawRateDifference];
private _desiredYawChange = _yawRateDifference * PROPORTIONALITY_CONSTANT + _yawRateDifference * 2;
#ifdef DRAW_NLAW_INFO
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,1,1], ASLtoAGL getPosASLVisual _projectile, 0.75, 0.75, 0, format ["dP [%1] dY: [%2]", _desiredPitchChange, _desiredYawChange], 1, 0.025, "TahomaB"];
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,1,1], [0, 0, 1] vectorAdd ASLtoAGL getPosASLVisual _projectile, 0.75, 0.75, 0, format ["pitch proportional [%1] yaw proportional [%2]", _pitchModifier, _yawModifier], 1, 0.025, "TahomaB"];
#endif
TRACE_4("nlaw pitch/yaw info",_currentPitch,_lastPitch,_currentYaw,_lastYaw);
TRACE_6("nlaw navigation",_yawChange,_desiredYawChange,_pitchChange,_desiredPitchChange,_yawRate,_pitchRate);
_projectile vectorModelToWorldVisual [_yawChange + _desiredYawChange, 0, _pitchChange + _desiredPitchChange]

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@ -0,0 +1,70 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Sets up missile guidance state arrays (called from missileGuidance's onFired).
*
* Arguments:
* Guidance Arg Array <ARRAY>
*
* Return Value:
* Navigation Parameters <ARRAY>
*
* Example:
* [] call ace_nlaw_fnc_onFired
*
* Public: No
*/
params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams"];
_firedEH params ["_shooter","","","","","","_projectile"];
_launchParams params ["","_targetLaunchParams","","_attackProfile"];
_targetLaunchParams params ["_target"];
_stateParams params ["", "", "", "", "_navigationParams"];
// Reset _launchPos origin as projectile's height instead of player's foot
_targetLaunchParams set [2, getPosASL _projectile];
// Get state params:
TRACE_3("start of attack profile",_attackProfile,_shooter,vectorDir _projectile);
private _firedLOS = _shooter weaponDirection (currentWeapon _shooter);
private _yawChange = 0;
private _pitchChange = 0;
if (_shooter == ACE_player) then {
TRACE_2("isPlayer",GVAR(yawChange),GVAR(pitchChange));
_yawChange = GVAR(yawChange);
_pitchChange = GVAR(pitchChange);
TRACE_1("los check",_firedLOS call CBA_fnc_vect2Polar);
} else {
if ((!isNil "_target") && {!isNull _target}) then {
_firedLOS = (getPosASL _projectile) vectorFromTo (aimPos _target);
(((eyePos _shooter) vectorFromTo (aimPos _target)) call CBA_fnc_vect2Polar) params ["", "_startYaw", "_startPitch"];
// Add some random error to AI's velocity prediction:
private _random = random [(_shooter skillFinal "aimingAccuracy") min 0.9, 1, 2-((_shooter skillFinal "aimingAccuracy") min 0.9)];
(((eyePos _shooter) vectorFromTo ((aimPos _target) vectorAdd ((velocity _target) vectorMultiply (_random)))) call CBA_fnc_vect2Polar) params ["", "_predictedYaw", "_predictedPitch"];
_yawChange = ([_predictedYaw - _startYaw] call CBA_fnc_simplifyAngle180);
_pitchChange = ([_predictedPitch - _startPitch] call CBA_fnc_simplifyAngle180);
TRACE_1("AI",_target);
} else {
TRACE_1("AI - no target",_target);
};
};
// Limit Max Deflection
//_yawChange = -10 max _yawChange min 10;
//_pitchChange = -10 max _pitchChange min 10;
((velocity _projectile) call CBA_fnc_vect2polar) params ["", "_currentYaw", "_currentPitch"];
((ACE_player weaponDirection (currentWeapon ACE_player)) call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"];
TRACE_5("attackProfileStateParams",_firedLOS,_yawChange,_pitchChange,_currentPitch,_currentYaw);
_navigationParams set [0, _yawChange];
_navigationParams set [1, _pitchChange];
_navigationParams set [2, _currentPitch]; // last pitch
_navigationParams set [3, _currentYaw]; // last yaw
_navigationParams set [4, _pitch]; // initial pitch
_navigationParams set [5, 0]; // whether or not to zero out the pitch
_navigationParams set [6, 0];
_navigationParams

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@ -19,7 +19,7 @@ params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_statePa
_firedEH params ["_shooter","","","","","","_projectile"];
_launchParams params ["","_targetLaunchParams","","_attackProfile"];
_targetLaunchParams params ["_target"];
_stateParams params ["", "", "_attackProfileStateParams"];
_stateParams params ["", "_seekerStateParams", "_attackProfileStateParams"];
// Reset _launchPos origin as projectile's height instead of player's foot
_targetLaunchParams set [2, getPosASL _projectile];
@ -27,7 +27,7 @@ _targetLaunchParams set [2, getPosASL _projectile];
// Get state params:
TRACE_3("start of attack profile",_attackProfile,_shooter,vectorDir _projectile);
private _firedLOS = _shooter weaponDirection (currentWeapon _shooter);
private _firedLOS = vectorDir _projectile;
private _yawChange = 0;
private _pitchChange = 0;
@ -36,6 +36,23 @@ if (_shooter == ACE_player) then {
_yawChange = GVAR(yawChange);
_pitchChange = GVAR(pitchChange);
TRACE_1("los check",_firedLOS call CBA_fnc_vect2Polar);
#ifdef DRAW_NLAW_INFO
systemChat format ["YAW [%1]", _yawChange];
systemChat format ["PITCH [%1]", _pitchChange];
GVAR(debug_firedPrediction) = [];
private _debugPos = getPosASL _projectile;
((ACE_player weaponDirection (currentWeapon ACE_player)) call CBA_fnc_vect2Polar) params ["", "_debugYaw", "_debugPitch"];
private _distance = 0;
for "_x" from 0 to 6 step 0.1 do {
private _debugAproxVel = linearConversion [0, 1, 5, 40, 170, true];
_distance = _distance + _debugAproxVel * 0.1;
private _debugYaw = _debugYaw + _yawChange * _x;
private _debugPitch = _debugPitch + _pitchChange * _x;
private _debugPos = _debugPos vectorAdd ([_distance, _debugYaw, _debugPitch] call CBA_fnc_polar2vect);
GVAR(debug_firedPrediction) pushBack ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [0,0,0,1], ASLtoAGL _debugPos, 0.5, 0.5, 0, format ["%1", _x], 1, 0.025, "TahomaB"];
};
#endif
} else {
if ((!isNil "_target") && {!isNull _target}) then {
_firedLOS = (getPosASL _projectile) vectorFromTo (aimPos _target);
@ -55,6 +72,10 @@ if (_shooter == ACE_player) then {
_yawChange = -10 max _yawChange min 10;
_pitchChange = -10 max _pitchChange min 10;
_seekerStateParams set [2, _yawChange];
_seekerStateParams set [3, _pitchChange];
_seekerStateParams set [4, CBA_missionTime];
TRACE_3("attackProfileStateParams",_firedLOS,_yawChange,_pitchChange);
_attackProfileStateParams set [0, CBA_missionTime];
_attackProfileStateParams set [1, _firedLOS];

View File

@ -16,14 +16,27 @@
*
* Public: No
*/
#define PITCH_UP_TIME 1
params ["", "_args", "_seekerStateParams"];
params ["", "_args", "_seekerStateParams", "", "", "_targetData"];
_args params ["_firedEH", "_launchParams", "", "_seekerParams", "_stateParams"];
_firedEH params ["","","","","","","_projectile"];
_launchParams params ["", "_targetLaunchParams", "", "_attackProfile"];
_targetLaunchParams params ["", "", "_launchPos"];
_stateParams params ["", "", "", "", "_navigationParams"];
if (_attackProfile == QGVAR(directAttack)) exitWith {[0,0,0]};
if (_attackProfile == QGVAR(directAttack)) exitWith {
_navigationParams set [5, 1];
[0,0,0]
};
_seekerStateParams params ["", "", "", "_originalPitchRate", "_startTime"];
_navigationParams params ["", "_pitchRate"];
// pitch up for the first second of flight to begin an over-fly trajectory
private _pitchChange = linearConversion [0, PITCH_UP_TIME, CBA_missionTime - _startTime, 2, 0, true];
_navigationParams set [1, _originalPitchRate + _pitchChange];
_navigationParams set [5, ((CBA_missionTime - _startTime) min PITCH_UP_TIME) / PITCH_UP_TIME];
private _projPos = getPosASL _projectile;

View File

@ -724,6 +724,7 @@
</Key>
<Key ID="STR_ACE_UI_hideHud">
<English>Hide all UI</English>
<Japanese>全てのUIを隠す</Japanese>
</Key>
</Package>
</Project>

View File

@ -3,7 +3,7 @@
<Package name="Vehicle_Damage">
<Key ID="STR_ACE_Vehicle_Damage_category_displayName">
<English>ACE Advanced Vehicle Damage</English>
<Japanese>ACE アドバンスドビークルダメージ</Japanese>
<Japanese>ACE 高度な乗り物ダメージ</Japanese>
<French>ACE Dégâts de véhicule avancés</French>
<German>ACE Erweiterter Fahrzeugsschaden</German>
<Italian>ACE Danni Veicolo Avanzati</Italian>
@ -23,6 +23,7 @@
<Russian>Включить продвинутое повреждение техники</Russian>
<Spanish>Habilitar el daño avanzado de vehículos</Spanish>
<Portuguese>Ativar dano avançado de veículo</Portuguese>
<Japanese>乗り物(Vehicle)に対しての高度なダメージ計算を有効化します</Japanese>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_carDamage_setting_enable">
<English>Enable advanced car damage</English>
@ -32,6 +33,7 @@
<Polish>Włącz zaawansowane uszkodzenia w samochodach</Polish>
<Spanish>Habilitar daño avanzado de coche</Spanish>
<Portuguese>Habilitar dano avançado para carros</Portuguese>
<Japanese>高度な車ダメージを有効化</Japanese>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_carDamage_setting_description">
<English>Enable advanced car damage (Experimental)</English>
@ -42,6 +44,7 @@
<Russian>Включить продвинутое повреждение машин (экспериментальное)</Russian>
<Spanish>Habilitar daño avanzado de coche (Experimental)</Spanish>
<Portuguese>Habilitar dano avançado para carros (Experimental)</Portuguese>
<Japanese>車(Car)に対しての高度なダメージ計算を有効化します (試験的機能)</Japanese>
</Key>
<Key ID="STR_ACE_Vehicle_Damage_generic_turret_wreck">
<English>Wreck (Turret)</English>