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@ -18,8 +18,10 @@
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*/
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*/
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params ["_seekerTargetPos", "_args"];
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params ["_seekerTargetPos", "_args"];
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_args params ["_firedEH"];
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_args params ["_firedEH", "_launchParams"];
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_firedEH params ["_shooter","","","","","","_projectile"];
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_firedEH params ["_shooter","","","","","","_projectile"];
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_launchParams params ["","_targetLaunchParams"];
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_targetLaunchParams params ["", "", "_launchPos"];
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if (_seekerTargetPos isEqualTo [0,0,0]) exitWith {_seekerTargetPos};
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if (_seekerTargetPos isEqualTo [0,0,0]) exitWith {_seekerTargetPos};
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@ -30,27 +32,29 @@ private _distanceToTarget = _projectilePos vectorDistance _seekerTargetPos;
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private _distanceToShooter = _projectilePos vectorDistance _shooterPos;
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private _distanceToShooter = _projectilePos vectorDistance _shooterPos;
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private _distanceShooterToTarget = _shooterPos vectorDistance _seekerTargetPos;
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private _distanceShooterToTarget = _shooterPos vectorDistance _seekerTargetPos;
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private _ttgo = _distanceToTarget / (vectorMagnitude velocity _projectile);
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TRACE_2("", _distanceToTarget, _distanceToShooter);
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TRACE_2("", _distanceToTarget, _distanceToShooter);
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// Add height depending on distance for compensate
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// Add height depending on distance for compensate
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private _addHeight = [0,0,0];
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private _addHeight = [0,0,0];
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// Always climb an arc on initial launch if we are close to the round
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private _2dDistance = (800 + (_projectilePos distance2D _launchPos)) / (_projectilePos distance2D _seekerTargetPos);
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if ((((ASLtoAGL _projectilePos) select 2) < 5) && {_distanceToShooter < 15}) then {
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_addHeight = _addHeight vectorAdd [0,0,_distanceToTarget];
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TRACE_1("climb - near shooter",_addHeight);
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} else {
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// If we are below the target, increase the climbing arc
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if (((_projectilePos select 2) < (_seekerTargetPos select 2)) && {_distanceToTarget > 100}) then {
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_addHeight = _addHeight vectorAdd [0,0, ((_seekerTargetPos select 2) - (_projectilePos select 2))];
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TRACE_1("climb - below target and far",_addHeight);
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};
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};
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// Projectile above target
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if (_2dDistance <= 1) then {
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if ((_projectilePos select 2) > (_seekerTargetPos select 2)) then {
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_addHeight = [0, 0, (_projectilePos#2) + 8];
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TRACE_1("above - far",_addHeight);
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} else {
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_addHeight = _addHeight vectorAdd [0,0, _distanceToTarget / 50];
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// Always climb an arc on initial launch if we are close to the round
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if ((((ASLtoAGL _projectilePos) select 2) < 5) && {_distanceToShooter < 15}) then {
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_addHeight = _addHeight vectorAdd [0,0,_distanceToTarget];
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TRACE_1("climb - near shooter",_addHeight);
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} else {
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// If we are below the target, increase the climbing arc
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if (((_projectilePos select 2) < (_seekerTargetPos select 2)) && {_distanceToTarget > 100}) then {
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_addHeight = _addHeight vectorAdd [0,0, ((_seekerTargetPos select 2) - (_projectilePos select 2))];
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TRACE_1("climb - below target and far",_addHeight);
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};
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};
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};
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};
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private _returnTargetPos = _seekerTargetPos vectorAdd _addHeight;
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private _returnTargetPos = _seekerTargetPos vectorAdd _addHeight;
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