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Reworked, fun fun.
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@ -43,8 +43,8 @@ class CfgAmmo {
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class ADDON {
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enabled = 1;
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minDeflection = 0.0005; // Minium flap deflection for guidance
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maxDeflection = 0.0025; // Maximum flap deflection for guidance
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minDeflection = 0.00025; // Minium flap deflection for guidance
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maxDeflection = 0.00025; // Maximum flap deflection for guidance
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incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
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//minDeflection = 0.005;
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//maxDeflection = 0.5;
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@ -113,9 +113,9 @@ class CfgAmmo {
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class ADDON {
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enabled = 1;
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minDeflection = 0.005; // Minium flap deflection for guidance
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maxDeflection = 0.25; // Maximum flap deflection for guidance
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incDeflection = 0.005; // The incrmeent in which deflection adjusts.
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minDeflection = 0.00005; // Minium flap deflection for guidance
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maxDeflection = 0.025; // Maximum flap deflection for guidance
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incDeflection = 0.00005; // The incrmeent in which deflection adjusts.
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//minDeflection = 0.005;
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//maxDeflection = 0.5;
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//incDeflection = 0.005;
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@ -2,6 +2,7 @@
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PREP(rotateVectLineGetMap);
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PREP(rotateVectLine);
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PREP(changeMissileDirection);
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PREP(checkSeekerAngle);
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PREP(checkLos);
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@ -1,4 +1,4 @@
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#define DEBUG_MODE_FULL
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//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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#define STAGE_LAUNCH 1
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@ -64,7 +64,7 @@ switch( (_state select 0) ) do {
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};
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case STAGE_TERMINAL: {
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TRACE_1("STAGE_TERMINAL","");
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//_returnTargetPos = _seekerTargetPos vectorAdd [0,0,_distanceToTarget * 0.02];
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};
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};
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@ -0,0 +1,11 @@
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#include "script_component.hpp"
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private ["_projectile", "_v", "_l", "_r"];
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_projectile = _this select 0;
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_v = _this select 1;
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_l = sqrt ((_v select 0) ^ 2 + (_v select 1) ^ 2);
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_r = -(_v select 2) / _l;
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_projectile setVectorDirAndUp [ _v, [(_v select 0) * _r,(_v select 1) * _r, _l] ];
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_projectile setVelocity (_v vectorMultiply (vectorMagnitude (velocity _projectile)));
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@ -85,8 +85,7 @@ TRACE_4("", _targetVector, _targetRelativeVector, _adjustVector, _finalAdjustVec
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if(accTime > 0) then {
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_changeVector = (vectorDir _projectile) vectorAdd _finalAdjustVector;
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//_changeVector = (vectorDir _projectile) vectorAdd _adjustVector; // Test direct to target
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_projectile setVectorDirAndUp [_changeVector, vectorUp _projectile];
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[_projectile, _changeVector] call FUNC(changeMissileDirection);
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};
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#ifdef DEBUG_MODE_FULL
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