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Enable all variants of Titan. Can now vanilla-lock in cadet mode.
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@ -8,6 +8,9 @@ class CfgWeapons {
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weaponInfoType = "ACE_RscOptics_javelin";
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modelOptics = PATHTOF(data\reticle_titan.p3d);
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canLock = 1;
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lockingTargetSound[] = {"",0,1};
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lockedTargetSound[] = {"",0,1};
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};
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@ -4,7 +4,9 @@
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PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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// Bail on not missile
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if( _shooter != ACE_player || { ! (_weapon in ["launch_Titan_short_F"]) } ) exitWith { false };
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if( _shooter != ACE_player) exitWith { false };
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if( ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "launch_Titan_base"] call EFUNC(common,inheritsFrom)) ) exitWith { };
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_pfh_handle = uiNamespace getVariable ["ACE_RscOptics_javelin_PFH", nil];
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if(!isNil "_pfh_handle") then {
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@ -30,9 +30,7 @@ _soundTime = _args select 4;
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_randomLockInterval = _args select 5;
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_fireDisabledEH = _args select 6;
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if( ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "launch_Titan_base"] call EFUNC(common,inheritsFrom))
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|| { (vehicle ACE_player) != ACE_player }
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) exitWith {
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if( ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "launch_Titan_base"] call EFUNC(common,inheritsFrom)) ) exitWith {
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__JavelinIGUITargeting ctrlShow false;
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__JavelinIGUITargetingGate ctrlShow false;
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__JavelinIGUITargetingLines ctrlShow false;
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@ -50,6 +50,8 @@ class CfgAmmo {
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//maxDeflection = 0.5;
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//incDeflection = 0.005;
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canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
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// Guidance type for munitions
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defaultSeekerType = "SALH";
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seekerTypes[] = { "SALH", "LIDAR", "SARH", "Optic", "Thermal", "GPS", "SACLOS", "MCLOS" };
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@ -120,6 +122,8 @@ class CfgAmmo {
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//maxDeflection = 0.5;
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//incDeflection = 0.005;
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canVanillaLock = 0;
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// Guidance type for munitions
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defaultSeekerType = "Optic";
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seekerTypes[] = { "Optic" };
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@ -41,15 +41,14 @@ if ( isNil "_lockMode" || { ! ( _lockMode in (getArray (_config >> "seekerLockMo
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// If we didn't get a target, try to fall back on tab locking
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if(isNil "_target") then {
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if(!isPlayer _shooter) then {
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// This was an AI shot, lets still guide it on the AI target
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_target = _shooter getVariable[QGVAR(vanilla_target), nil];
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TRACE_1("Detected AI Shooter!", _target);
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} else {
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_canUseLock = getNumber (_config >> "canVanillaLock");
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if(_canUseLock > 0) then {
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// @TODO: Get vanilla target
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if(_canUseLock > 0 || cadetMode) then {
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_vanillaTarget = cursorTarget;
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TRACE_1("Using Vanilla Locking", _vanillaTarget);
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