mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Changed: Laser functionality tweaking
Changed: DAGR deflection refinement Clean up of tabs
This commit is contained in:
parent
d6b227e654
commit
ec64a1b0ca
@ -1,11 +1,11 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_pre_init));
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};
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_pre_init));
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_post_init));
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};
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_post_init));
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};
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};
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@ -1,9 +1,9 @@
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class CfgVehicles {
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class All;
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class All;
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class LaserTarget: All {
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class EventHandlers {
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init = QUOTE(_this call FUNC(laser_init));
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};
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};
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class LaserTarget: All {
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class EventHandlers {
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init = QUOTE(_this call FUNC(laser_init));
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};
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};
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};
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@ -14,7 +14,7 @@ PREP(translateToWeaponSpace);
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PREP(laser_init);
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GVAR(laser) = nil; // a single hud draws 1 laser at a time
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GVAR(laser) = nil; // a single hud draws 1 laser at a time
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PREP(laserTargetPFH);
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@ -1,13 +1,13 @@
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#include "script_component.hpp"
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class CfgPatches {
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class ADDON {
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = { "ace_common" };
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VERSION_CONFIG;
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};
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class ADDON {
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = { "ace_common" };
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VERSION_CONFIG;
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};
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};
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#include "CfgEventhandlers.hpp"
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@ -7,7 +7,7 @@ _designator = _this select 2;
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_seeker = _this select 3;
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_spacing = 100;
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if((count _this) > 4) then {
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_spacing = _this select 4;
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_spacing = _this select 4;
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};
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_return = true;
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@ -21,11 +21,11 @@ _pos2 = [(_pos2 select 0) + _x, (_pos2 select 1) + _y, (_pos2 select 2) + _z];
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// player sideChat format["new los check"];
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if(terrainIntersect [_pos2, _pos1]) then {
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_return = false;
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_return = false;
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} else {
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if(lineIntersects [_pos2, _pos1]) then { // should take as arguments and add to this command objects to exclude - target and observer
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// player sideChat format["with: %1", lineIntersectsWith [_pos1, _pos2]];
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_return = false;
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};
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if(lineIntersects [_pos2, _pos1]) then { // should take as arguments and add to this command objects to exclude - target and observer
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// player sideChat format["with: %1", lineIntersectsWith [_pos1, _pos2]];
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_return = false;
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};
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};
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_return;
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@ -1,70 +1,70 @@
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#include "script_component.hpp"
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private ["_missile", "_headingPitch", "_found", "_vectorTo", "_polarTo", "_dir", "_vertOk", "_horzOk", "_fov",
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"_closestDistance", "_pos1", "_pos2", "_disCheck", "_currentTarget", "_potentialTargets", "_offset", "_vector"];
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"_closestDistance", "_pos1", "_pos2", "_disCheck", "_currentTarget", "_potentialTargets", "_offset", "_vector"];
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_missile = _this select 0;
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_laserCode = _this select 1;
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_fov = if (count _this > 2) then {_this select 2} else {75};
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_vector = if (count _this > 3) then {_this select 3} else {vectorDir _missile};
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_offset = if (count _this > 4) then {_this select 4} else {[0,0,0]};
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_headingPitch = _vector call CBA_fnc_vect2polar;
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_headingPitch = _vector call CBA_fnc_vect2polar;
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_currentTarget = nil;
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_found = false;
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LOG("Searching lasers");
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if(!(isNil "ACE_LASERS")) then {
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_potentialTargets = [];
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TRACE_1("", ACE_LASERS);
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{
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if(!(isNull _x)) then {
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_sensorPos = ATLtoASL(_missile modelToWorld _offset);
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_vectorTo = [_sensorPos, ([_x] call FUNC(getPosASL))] call BIS_fnc_vectorFromXToY;
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_polarTo = _vectorTo call CBA_fnc_vect2polar;
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_dir = _polarTo select 1;
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_dir = _dir - (_headingPitch select 1);
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TRACE_4("Calc", _sensorPos, _vectorTo, _polarTo, _dir);
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if (_dir < 0) then {_dir = _dir + 360};
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if (_dir > 360) then {_dir = _dir - 360};
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_vertOk = false;
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_horzOk = false;
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if(_dir < _fov || {_dir > (360-_fov)}) then {
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_horzOk = true;
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};
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if(abs((abs(_polarTo select 2))-(abs(_headingPitch select 2))) < _fov) then {
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_vertOk = true;
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};
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TRACE_2("Results", _vertOk, _horzOk);
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if(_vertOk && {_horzOk}) then {
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// Does the laser currently have our current code, if we have one?
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_targetCode = _x getVariable ["ACE_LASERTARGET_CODE", ACE_DEFAULT_LASER_CODE];
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TRACE_1("Target in sight, checking code", _targetCode, _laserCode);
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if(_targetCode == _laserCode) then {
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_potentialTargets set[(count _potentialTargets), _x];
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};
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};
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};
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} forEach ACE_LASERS;
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TRACE_1("", _potentialTargets);
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_closestDistance = 100000;
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{
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_pos1 = (getPosASL _missile);
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_pos2 = ([_x] call FUNC(getPosASL));
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_disCheck = _pos1 distance _pos2;
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// shouldn't this bail out when a valid target is found instead of iterating over all potential targets ?
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if(_disCheck < _closestDistance && {[_pos1, _pos2, _x, _missile] call FUNC(checkLos)}) then {
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_found = true;
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_currentTarget = _x;
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_closestDistance = _disCheck;
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};
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} forEach _potentialTargets;
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_potentialTargets = [];
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TRACE_1("", ACE_LASERS);
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{
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if(!(isNull _x)) then {
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_sensorPos = ATLtoASL(_missile modelToWorld _offset);
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_vectorTo = [_sensorPos, ([_x] call FUNC(getPosASL))] call BIS_fnc_vectorFromXToY;
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_polarTo = _vectorTo call CBA_fnc_vect2polar;
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_dir = _polarTo select 1;
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_dir = _dir - (_headingPitch select 1);
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TRACE_4("Calc", _sensorPos, _vectorTo, _polarTo, _dir);
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if (_dir < 0) then {_dir = _dir + 360};
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if (_dir > 360) then {_dir = _dir - 360};
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_vertOk = false;
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_horzOk = false;
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if(_dir < _fov || {_dir > (360-_fov)}) then {
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_horzOk = true;
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};
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if(abs((abs(_polarTo select 2))-(abs(_headingPitch select 2))) < _fov) then {
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_vertOk = true;
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};
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TRACE_2("Results", _vertOk, _horzOk);
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if(_vertOk && {_horzOk}) then {
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// Does the laser currently have our current code, if we have one?
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_targetCode = _x getVariable ["ACE_LASERTARGET_CODE", ACE_DEFAULT_LASER_CODE];
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TRACE_1("Target in sight, checking code", _targetCode, _laserCode);
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if(_targetCode == _laserCode) then {
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_potentialTargets set[(count _potentialTargets), _x];
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};
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};
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};
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} forEach ACE_LASERS;
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TRACE_1("", _potentialTargets);
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_closestDistance = 100000;
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{
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_pos1 = (getPosASL _missile);
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_pos2 = ([_x] call FUNC(getPosASL));
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_disCheck = _pos1 distance _pos2;
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// shouldn't this bail out when a valid target is found instead of iterating over all potential targets ?
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if(_disCheck < _closestDistance && {[_pos1, _pos2, _x, _missile] call FUNC(checkLos)}) then {
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_found = true;
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_currentTarget = _x;
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_closestDistance = _disCheck;
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};
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} forEach _potentialTargets;
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};
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[_found, _currentTarget]
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@ -7,43 +7,43 @@ _outliers = [];
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_spot = [];
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_testPos = (_list select 0) select 0;
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{
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_samplePos = _x select 0;
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if(!lineIntersects [_samplePos, _checkPos] && {!terrainIntersectASL [_samplePos, _checkPos]}) then {
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if(_samplePos distance _testPos < 2) then {
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_spot pushBack _samplePos;
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} else {
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_outliers pushBack _samplePos;
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};
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};
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_samplePos = _x select 0;
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if(!lineIntersects [_samplePos, _checkPos] && {!terrainIntersectASL [_samplePos, _checkPos]}) then {
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if(_samplePos distance _testPos < 2) then {
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_spot pushBack _samplePos;
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} else {
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_outliers pushBack _samplePos;
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};
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};
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} forEach _list;
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_spots pushBack _spot;
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if(count _outliers > 0) then {
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for "_i" from 1 to 3 do {
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_remainingSpots = _outliers;
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_outliers = [];
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_spot = [];
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_testPos = (_remainingSpots select 0);
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{
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_samplePos = _x;
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if(!lineIntersects [_samplePos, _checkPos] && {!terrainIntersectASL [_samplePos, _checkPos]}) then {
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if(_samplePos distance _testPos < 2) then {
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_spot pushBack _samplePos;
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} else {
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_outliers pushBack _samplePos;
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};
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};
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} forEach _remainingSpots;
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_spots pushBack _spot;
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};
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for "_i" from 1 to 3 do {
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_remainingSpots = _outliers;
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_outliers = [];
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_spot = [];
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_testPos = (_remainingSpots select 0);
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{
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_samplePos = _x;
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if(!lineIntersects [_samplePos, _checkPos] && {!terrainIntersectASL [_samplePos, _checkPos]}) then {
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if(_samplePos distance _testPos < 2) then {
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_spot pushBack _samplePos;
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} else {
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_outliers pushBack _samplePos;
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};
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};
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} forEach _remainingSpots;
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_spots pushBack _spot;
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};
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};
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_largest = 0;
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_largestSpot = [];
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{
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if((count _x) > _largest) then {
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_largest = (count _x);
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_largestSpot = _x;
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};
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if((count _x) > _largest) then {
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_largest = (count _x);
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_largestSpot = _x;
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};
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} forEach _spots;
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// player sideChat format["g: %1", _spots];
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_largestSpot select (random (floor(count _largestSpot)));
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@ -6,8 +6,8 @@ _args = _this select 0;
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_laserTarget = _args select 0;
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if(isNull _laserTarget || !alive player) exitWith {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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REM(ACE_LASERS, _laserTarget);
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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REM(ACE_LASERS, _laserTarget);
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};
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_end = diag_tickTime;
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@ -18,8 +18,8 @@ _pos = [_laserTarget] call FUNC(getPosASL);
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoATL _pos), 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
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{
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drawLine3D [ASLtoATL (_x select 0), ASLtoATL (_x select 1), (_x select 2)];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", (_x select 2), ASLtoATL (_x select 1), 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
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drawLine3D [ASLtoATL (_x select 0), ASLtoATL (_x select 1), (_x select 2)];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", (_x select 2), ASLtoATL (_x select 1), 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
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} forEach DRAW_LINES;
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DRAW_LINES = [];
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#endif
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@ -16,10 +16,10 @@ REM(ACE_LASERS, objNull);
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if(!(local _laserTarget)) exitWith { };
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// The target is local, so its on this client
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if(!isDedicated) then {
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_laserTarget setVariable ["ACE_LASERTARGET_SHOOTER", player, true];
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[FUNC(laserTargetPFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler;
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_laserTarget setVariable ["ACE_LASERTARGET_SHOOTER", player, true];
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[FUNC(laserTargetPFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler;
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} else {
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// server side ownership of laser
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//_laserTarget setVariable ["ACE_LASERTARGET_SHOOTER", nil, false];
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// server side ownership of laser
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//_laserTarget setVariable ["ACE_LASERTARGET_SHOOTER", nil, false];
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};
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@ -17,50 +17,50 @@ _vecRotateMap = [_cp, _p1, _p2] call FUNC(rotateVectLineGetMap);
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_result = [_pos, _vec] call FUNC(shootRay);
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_resultPos = _result select 0;
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if(!isNil "_resultPos") then {
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_distance = _result select 1;
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if(_distance < _shortestReturn) then {
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_shortestReturn = _distance;
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};
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if(_distance > _longestReturn) then {
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_longestReturn = _distance;
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};
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_resultPositions set[(count _resultPositions), _result];
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_distance = _result select 1;
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if(_distance < _shortestReturn) then {
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_shortestReturn = _distance;
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};
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if(_distance > _longestReturn) then {
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_longestReturn = _distance;
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};
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_resultPositions set[(count _resultPositions), _result];
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#ifdef DEBUG_MODE_FULL
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DRAW_LINES set[(count DRAW_LINES), [_pos, _resultPos, [0, 1, 0, 1]]];
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DRAW_LINES set[(count DRAW_LINES), [_pos, _resultPos, [0, 1, 0, 1]]];
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#endif
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};
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_count = 8;
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_pos2 = [
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(_pos select 0)+((_vec select 0)*1000),
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(_pos select 1)+((_vec select 1)*1000),
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(_pos select 2)+((_vec select 2)*1000)
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];
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(_pos select 0)+((_vec select 0)*1000),
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(_pos select 1)+((_vec select 1)*1000),
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(_pos select 2)+((_vec select 2)*1000)
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];
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{
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for "_i" from 0 to ceil(_count*_x) do {
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_radOffset = random 360;
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_offset = [_vecRotateMap, (((360/_count)*_i)+_radOffset) mod 360] call FUNC(rotateVectLine);
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_offsetPos = [
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(_pos2 select 0)+((_offset select 0)*(_divergence*_x)),
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(_pos2 select 1)+((_offset select 1)*(_divergence*_x)),
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(_pos2 select 2)+((_offset select 2)*(_divergence*_x))
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];
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_offsetVector = [_pos, _offsetPos] call BIS_fnc_vectorFromXtoY;
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_result = [_pos, _offsetVector] call FUNC(shootRay);
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_resultPos = _result select 0;
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if(!isNil "_resultPos") then {
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_distance = _result select 1;
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if(_distance < _shortestReturn) then {
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_shortestReturn = _distance;
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};
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if(_distance > _longestReturn) then {
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_longestReturn = _distance;
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};
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_resultPositions set[(count _resultPositions), _result];
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for "_i" from 0 to ceil(_count*_x) do {
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_radOffset = random 360;
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_offset = [_vecRotateMap, (((360/_count)*_i)+_radOffset) mod 360] call FUNC(rotateVectLine);
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_offsetPos = [
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(_pos2 select 0)+((_offset select 0)*(_divergence*_x)),
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(_pos2 select 1)+((_offset select 1)*(_divergence*_x)),
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(_pos2 select 2)+((_offset select 2)*(_divergence*_x))
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];
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_offsetVector = [_pos, _offsetPos] call BIS_fnc_vectorFromXtoY;
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_result = [_pos, _offsetVector] call FUNC(shootRay);
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_resultPos = _result select 0;
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if(!isNil "_resultPos") then {
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_distance = _result select 1;
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if(_distance < _shortestReturn) then {
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_shortestReturn = _distance;
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};
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if(_distance > _longestReturn) then {
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_longestReturn = _distance;
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};
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_resultPositions set[(count _resultPositions), _result];
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#ifdef DEBUG_MODE_FULL
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DRAW_LINES set[(count DRAW_LINES), [_pos, _resultPos, [0, 1, 0, 1]]];
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DRAW_LINES set[(count DRAW_LINES), [_pos, _resultPos, [0, 1, 0, 1]]];
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#endif
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};
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};
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};
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};
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} forEach [1,0.5,0.25];
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[_longestReturn, _shortestReturn, _resultPositions];
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@ -9,22 +9,22 @@ _resultPos = nil;
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_fidelity = [1000,100,10,1,0.1];
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_lastPos = +_pos;
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{
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scopeName "mainSearch";
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for "_i" from 1 to 10 do {
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_nextPos = [
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(_lastPos select 0)+((_vec select 0)*_x),
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(_lastPos select 1)+((_vec select 1)*_x),
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(_lastPos select 2)+((_vec select 2)*_x)
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];
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if(lineIntersects [_lastPos, _nextPos] || terrainIntersectASL [_lastPos, _nextPos]) then {
|
||||
_resultPos = _lastPos;
|
||||
breakTo "mainSearch";
|
||||
} else {
|
||||
_distance = _distance + _x;
|
||||
_lastPos = _nextPos;
|
||||
};
|
||||
};
|
||||
scopeName "mainSearch";
|
||||
for "_i" from 1 to 10 do {
|
||||
_nextPos = [
|
||||
(_lastPos select 0)+((_vec select 0)*_x),
|
||||
(_lastPos select 1)+((_vec select 1)*_x),
|
||||
(_lastPos select 2)+((_vec select 2)*_x)
|
||||
];
|
||||
|
||||
if(lineIntersects [_lastPos, _nextPos] || terrainIntersectASL [_lastPos, _nextPos]) then {
|
||||
_resultPos = _lastPos;
|
||||
breakTo "mainSearch";
|
||||
} else {
|
||||
_distance = _distance + _x;
|
||||
_lastPos = _nextPos;
|
||||
};
|
||||
};
|
||||
|
||||
} forEach _fidelity;
|
||||
[_resultPos, _distance];
|
@ -14,9 +14,9 @@ _y = _offset select 1;
|
||||
_z = _offset select 2;
|
||||
|
||||
_out = [
|
||||
((_xVec select 0)*_x) + ((_xVec select 1)*_y) + ((_xVec select 2)*_z),
|
||||
((_yVec select 0)*_x) + ((_yVec select 1)*_y) + ((_yVec select 2)*_z),
|
||||
((_zVec select 0)*_x) + ((_zVec select 1)*_y) + ((_zVec select 2)*_z)
|
||||
];
|
||||
((_xVec select 0)*_x) + ((_xVec select 1)*_y) + ((_xVec select 2)*_z),
|
||||
((_yVec select 0)*_x) + ((_yVec select 1)*_y) + ((_yVec select 2)*_z),
|
||||
((_zVec select 0)*_x) + ((_zVec select 1)*_y) + ((_zVec select 2)*_z)
|
||||
];
|
||||
|
||||
_out;
|
@ -2,11 +2,11 @@
|
||||
#include "\z\ace\Addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_LASER
|
||||
#define DEBUG_MODE_FULL
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_SETTINGS_LASER
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_LASER
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_LASER
|
||||
#endif
|
||||
|
||||
#include "\z\ace\Addons\main\script_macros.hpp"
|
||||
|
@ -13,7 +13,7 @@ class Extended_PostInit_EventHandlers {
|
||||
class Extended_GetIn_EventHandlers {
|
||||
class B_Heli_Attack_01_F {
|
||||
class ADDON {
|
||||
getIn = QUOTE(call FUNC(onGetin));
|
||||
getIn = QUOTE(_this call FUNC(onGetin));
|
||||
};
|
||||
};
|
||||
};
|
||||
@ -21,7 +21,7 @@ class Extended_GetIn_EventHandlers {
|
||||
class Extended_GetOut_EventHandlers {
|
||||
class B_Heli_Attack_01_F {
|
||||
class ADDON {
|
||||
getOut = QUOTE(call FUNC(onGetout));
|
||||
getOut = QUOTE(_this call FUNC(onGetout));
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -1,15 +1,15 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
if(isNil QGVAR(laser)) exitWith {
|
||||
false
|
||||
false
|
||||
};
|
||||
if(!local GVAR(laser)) then {
|
||||
false
|
||||
false
|
||||
};
|
||||
|
||||
_handle = GVAR(laser) getVariable ["ACE_PFH_HANDLE", nil];
|
||||
if(!isNil "_handle") then {
|
||||
[_handle] call cba_fnc_removePerFrameHandler;
|
||||
[_handle] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
REM(ACE_LASERS, GVAR(laser));
|
||||
|
@ -4,87 +4,94 @@
|
||||
TRACE_1("enter", _this);
|
||||
|
||||
FUNC(magnitude) = {
|
||||
_this distance [0, 0, 0]
|
||||
_this distance [0, 0, 0]
|
||||
};
|
||||
|
||||
FUNC(mat_normalize3d) = {
|
||||
private ["_mag"];
|
||||
PARAMS_3(_vx,_vy,_vz);
|
||||
private ["_mag"];
|
||||
PARAMS_3(_vx,_vy,_vz);
|
||||
|
||||
_mag = _this call FUNC(magnitude);
|
||||
if (_mag == 0) then {_mag = 1};
|
||||
[(_vx/_mag), (_vy/_mag), (_vz/_mag)]
|
||||
_mag = _this call FUNC(magnitude);
|
||||
if (_mag == 0) then {_mag = 1};
|
||||
[(_vx/_mag), (_vy/_mag), (_vz/_mag)]
|
||||
};
|
||||
|
||||
FUNC(laserHudDesignatePFH) = {
|
||||
_args = _this select 0;
|
||||
_laserTarget = _args select 0;
|
||||
_shooter = _args select 1;
|
||||
|
||||
_vehicle = vehicle _shooter;
|
||||
_weapon = currentWeapon _vehicle;
|
||||
|
||||
if(!alive _shooter || isNull _vehicle || isNull _laserTarget || !GVAR(laserActive) ) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
// Retrieve the gunner and turret memory point information
|
||||
_gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer;
|
||||
|
||||
_turret = [_vehicle, _gunnerInfo select 1] call CBA_fnc_getTurret;
|
||||
_pov = getText (_turret >> "memoryPointGunnerOptics");
|
||||
_gunBeg = getText (_turret >> "gunBeg");
|
||||
_gunEnd = getText (_turret >> "gunEnd");
|
||||
TRACE_3("", _pov, _gunBeg, _gunEnd);
|
||||
private["_args", "_laserTarget", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turret", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult"];
|
||||
_args = _this select 0;
|
||||
_laserTarget = _args select 0;
|
||||
_shooter = _args select 1;
|
||||
|
||||
_vehicle = vehicle _shooter;
|
||||
_weapon = currentWeapon _vehicle;
|
||||
|
||||
TRACE_1("", _args);
|
||||
|
||||
if(!alive _shooter || isNull _vehicle || isNull _laserTarget || !GVAR(laserActive) ) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
// Retrieve the gunner and turret memory point information
|
||||
_gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer;
|
||||
|
||||
_turret = [_vehicle, _gunnerInfo select 1] call CBA_fnc_getTurret;
|
||||
_pov = getText (_turret >> "memoryPointGunnerOptics");
|
||||
_gunBeg = getText (_turret >> "gunBeg");
|
||||
_gunEnd = getText (_turret >> "gunEnd");
|
||||
TRACE_3("", _pov, _gunBeg, _gunEnd);
|
||||
|
||||
// Pull the PIP pov or barrel direction, depending on how the model is set up
|
||||
_povPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _pov ) );
|
||||
_povDir = [0,0,0];
|
||||
if(_pov == "pip0_pos") then {
|
||||
_pipDir = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition "pip0_dir" ) );
|
||||
_povDir = [_povPos, _pipDir] call BIS_fnc_vectorDiff;
|
||||
} else {
|
||||
_gunBeginPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunBeg ) );
|
||||
_gunEndPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunEnd ) );
|
||||
_povDir = [_gunEndPos, _gunBeginPos] call BIS_fnc_vectorDiff;
|
||||
};
|
||||
|
||||
TRACE_4("", _povDir, _povPos, _gunBeginPos, _gunEndPos);
|
||||
|
||||
_result = [_povPos, _povDir] call EFUNC(laser,shootCone);
|
||||
|
||||
if((count _result) > 0) then {
|
||||
_resultPositions = _result select 2;
|
||||
// Pull the PIP pov or barrel direction, depending on how the model is set up
|
||||
_povPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _pov ) );
|
||||
_povDir = [0,0,0];
|
||||
if(_pov == "pip0_pos") then {
|
||||
_pipDir = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition "pip0_dir" ) );
|
||||
_povDir = [_povPos, _pipDir] call BIS_fnc_vectorDiff;
|
||||
} else {
|
||||
_gunBeginPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunBeg ) );
|
||||
_gunEndPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunEnd ) );
|
||||
_povDir = [_gunEndPos, _gunBeginPos] call BIS_fnc_vectorDiff;
|
||||
};
|
||||
|
||||
TRACE_4("", _povDir, _povPos, _gunBeginPos, _gunEndPos);
|
||||
|
||||
_result = [_povPos, _povDir] call EFUNC(laser,shootCone);
|
||||
|
||||
if((count _result) > 0) then {
|
||||
_resultPositions = _result select 2;
|
||||
|
||||
if((count _resultPositions) > 0) then {
|
||||
_firstResult = _resultPositions select 0;
|
||||
_pos = _firstResult select 0;
|
||||
|
||||
// If the laser has moved less than a half meter, then dont move it.
|
||||
// Just regular use of lasers will commonly make them move this much,
|
||||
// but not across multiple close frames.
|
||||
// This loses accuracy a little, but saves position updates per frame.
|
||||
//if( ((getPosASL _laserTarget) distance _pos) > 0.5) then {
|
||||
_laserTarget setPosATL (ASLToATL _pos);
|
||||
//};
|
||||
if((count _resultPositions) > 0) then {
|
||||
_firstResult = _resultPositions select 0;
|
||||
_pos = _firstResult select 0;
|
||||
|
||||
// If the laser has moved less than a half meter, then dont move it.
|
||||
// Just regular use of lasers will commonly make them move this much,
|
||||
// but not across multiple close frames.
|
||||
// This loses accuracy a little, but saves position updates per frame.
|
||||
//if( ((getPosASL _laserTarget) distance _pos) > 0.5) then {
|
||||
_laserTarget setPosATL (ASLToATL _pos);
|
||||
//};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLToATL _pos, 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLToATL _pos, 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
private "_laserTarget";
|
||||
private "_handle";
|
||||
|
||||
if(isNil QGVAR(laser)) then {
|
||||
_laserTarget = "LaserTarget" createVehicle (getpos player);
|
||||
|
||||
GVAR(laserActive) = true;
|
||||
|
||||
_handle = [FUNC(laserHudDesignatePFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler;
|
||||
_laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false];
|
||||
|
||||
GVAR(laser) = _laserTarget;
|
||||
|
||||
_laserTarget = "LaserTargetW" createVehicle (getpos player);
|
||||
|
||||
GVAR(laserActive) = true;
|
||||
|
||||
_handle = [FUNC(laserHudDesignatePFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler;
|
||||
_laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false];
|
||||
|
||||
GVAR(laser) = _laserTarget;
|
||||
} else {
|
||||
[] call FUNC(laserHudDesignateOff);
|
||||
[] call FUNC(laserHudDesignateOn);
|
||||
[] call FUNC(laserHudDesignateOff);
|
||||
[] call FUNC(laserHudDesignateOn);
|
||||
};
|
||||
|
||||
|
@ -2,11 +2,11 @@
|
||||
#include "\z\ace\Addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_LASER_SELFDESIGNATE
|
||||
#define DEBUG_MODE_FULL
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_SETTINGS_LASER_SELFDESIGNATE
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_LASER_SELFDESIGNATE
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_LASER_SELFDESIGNATE
|
||||
#endif
|
||||
|
||||
#include "\z\ace\Addons\main\script_macros.hpp"
|
||||
|
@ -1,10 +1,10 @@
|
||||
class CfgAmmo {
|
||||
class MissileBase;
|
||||
|
||||
class M_PG_AT : MissileBase {
|
||||
irLock = 0;
|
||||
laserLock = 0;
|
||||
airLock = 0;
|
||||
manualControl = 0;
|
||||
};
|
||||
class MissileBase;
|
||||
|
||||
class M_PG_AT : MissileBase {
|
||||
irLock = 0;
|
||||
laserLock = 0;
|
||||
airLock = 0;
|
||||
manualControl = 0;
|
||||
};
|
||||
};
|
@ -1,17 +1,17 @@
|
||||
class Extended_PreInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_pre_init));
|
||||
};
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_pre_init));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_PostInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_post_init));
|
||||
};
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_post_init));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_FiredBIS_EventHandlers {
|
||||
class AllVehicles {
|
||||
ADDON = QUOTE(_this call FUNC(fired));
|
||||
};
|
||||
class AllVehicles {
|
||||
ADDON = QUOTE(_this call FUNC(fired));
|
||||
};
|
||||
};
|
@ -1,34 +1,34 @@
|
||||
class Mode_SemiAuto;
|
||||
class CfgWeapons {
|
||||
class CannonCore;
|
||||
class LauncherCore;
|
||||
|
||||
class RocketPods: LauncherCore {
|
||||
canLock = 1;
|
||||
};
|
||||
class missiles_DAGR: RocketPods {
|
||||
canLock = 1;
|
||||
};
|
||||
/*
|
||||
class autocannon_Base_F: CannonCore {
|
||||
canLock = 1;
|
||||
};
|
||||
class cannon_120mm: CannonCore {
|
||||
canLock = 1;
|
||||
|
||||
class player : Mode_SemiAuto {
|
||||
canLock = 1;
|
||||
};
|
||||
};
|
||||
class gatling_25mm: CannonCore {
|
||||
canLock = 1;
|
||||
};
|
||||
class autocannon_35mm: CannonCore {
|
||||
canLock = 1;
|
||||
};
|
||||
|
||||
class launch_NLAW_F: Launcher_Base_F
|
||||
{
|
||||
canLock = 1;
|
||||
};*/
|
||||
class CannonCore;
|
||||
class LauncherCore;
|
||||
|
||||
class RocketPods: LauncherCore {
|
||||
canLock = 1;
|
||||
};
|
||||
class missiles_DAGR: RocketPods {
|
||||
canLock = 1;
|
||||
};
|
||||
/*
|
||||
class autocannon_Base_F: CannonCore {
|
||||
canLock = 1;
|
||||
};
|
||||
class cannon_120mm: CannonCore {
|
||||
canLock = 1;
|
||||
|
||||
class player : Mode_SemiAuto {
|
||||
canLock = 1;
|
||||
};
|
||||
};
|
||||
class gatling_25mm: CannonCore {
|
||||
canLock = 1;
|
||||
};
|
||||
class autocannon_35mm: CannonCore {
|
||||
canLock = 1;
|
||||
};
|
||||
|
||||
class launch_NLAW_F: Launcher_Base_F
|
||||
{
|
||||
canLock = 1;
|
||||
};*/
|
||||
};
|
@ -1,13 +1,13 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = { "ace_common", "ace_laser" };
|
||||
VERSION_CONFIG;
|
||||
};
|
||||
class ADDON {
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = { "ace_common", "ace_laser" };
|
||||
VERSION_CONFIG;
|
||||
};
|
||||
};
|
||||
|
||||
#include "CfgEventhandlers.hpp"
|
||||
|
@ -7,12 +7,12 @@ PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
if(!local _shooter) exitWith { false };
|
||||
|
||||
switch _weapon do {
|
||||
case "missiles_DAGR": {
|
||||
_this call FUNC(guidance_DAGR);
|
||||
};
|
||||
case "GBU12BombLauncher": {
|
||||
_this call FUNC(guidance_LGB);
|
||||
};
|
||||
case "missiles_DAGR": {
|
||||
_this call FUNC(guidance_DAGR);
|
||||
};
|
||||
case "GBU12BombLauncher": {
|
||||
_this call FUNC(guidance_LGB);
|
||||
};
|
||||
};
|
||||
|
||||
//_this call FUNC(guidance_HellfireII);
|
||||
|
@ -2,112 +2,119 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
FUNC(guidance_DIRECT_LOAL_PFH) = {
|
||||
//TRACE_1("enter", _this);
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_shooter = _args select 0;
|
||||
_dagr = _args select 6;
|
||||
_curVelocity = velocity _dagr;
|
||||
|
||||
if(!alive _dagr || isNull _dagr || isNull _shooter) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_targets = [_dagr, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace_laser_fnc_findLaserDesignator;
|
||||
TRACE_2("Targets", _target, _targets);
|
||||
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
|
||||
// player sideChat "FUCK!";
|
||||
// drop ["\a3\data_f\Cl_basic","","Billboard",1,20,(getPos _dagr),[0,0,0],1,1.275,1.0,0.0,[5],[[1,0,0,1]],[0],0.0,2.0,"","",""];
|
||||
|
||||
|
||||
_yVec = vectorDir _dagr;
|
||||
_zVec = vectorUp _dagr;
|
||||
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
|
||||
|
||||
_dagrPos = getPosASL _dagr;
|
||||
// player sideChat "G!";
|
||||
_targetPos = getPosASL _target;
|
||||
if((count _targetPos) > 0) then {
|
||||
_distanceToTarget = _dagrPos vectorDistance _targetPos;
|
||||
|
||||
_addHeight = [0,0,(_dagrPos distance _targetPos)*0.02];
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
#endif
|
||||
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
//TRACE_1("enter", _this);
|
||||
private["_args", "_shooter", "_dagr", "_curVelocity", "_targets", "_target", "_yVec", "_xVec", "_zVec", "_dagrPos", "_shooterPos", "_distanceToTarget", "_distanceToShooter", "_def"];
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_shooter = _args select 0;
|
||||
_dagr = _args select 6;
|
||||
_curVelocity = velocity _dagr;
|
||||
|
||||
if(!alive _dagr || isNull _dagr || isNull _shooter) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_targets = [_dagr, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace_laser_fnc_findLaserDesignator;
|
||||
TRACE_2("Targets", _target, _targets);
|
||||
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
|
||||
// player sideChat "FUCK!";
|
||||
// drop ["\a3\data_f\Cl_basic","","Billboard",1,20,(getPos _dagr),[0,0,0],1,1.275,1.0,0.0,[5],[[1,0,0,1]],[0],0.0,2.0,"","",""];
|
||||
|
||||
|
||||
_yVec = vectorDir _dagr;
|
||||
_zVec = vectorUp _dagr;
|
||||
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
|
||||
|
||||
_dagrPos = getPosASL _dagr;
|
||||
// player sideChat "G!";
|
||||
_targetPos = getPosASL _target;
|
||||
_shooterPos = getPosASL _shooter;
|
||||
|
||||
if((count _targetPos) > 0) then {
|
||||
_distanceToTarget = _dagrPos vectorDistance _targetPos;
|
||||
_distanceToShooter = _dagrPos vectorDistance _shooterPos;
|
||||
|
||||
_addHeight = [0,0,(_dagrPos distance _targetPos)*0.02];
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
#endif
|
||||
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
|
||||
_def = 0.0050;
|
||||
|
||||
_targetVectorSeeker = [_dagr, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
// _targetVectorSeeker = _dagr worldToModel (ASLtoATL _targetPos);
|
||||
// _targetVectorSeeker = [0,0,0] vectorFromTo _targetVectorSeeker;
|
||||
_yaw = 0.0;
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_def;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 0) > 0) then {
|
||||
_yaw = _def;
|
||||
};
|
||||
};
|
||||
|
||||
_pitch = 0.0;
|
||||
if((_targetVectorSeeker select 2) < 0) then {
|
||||
_pitch = -_def;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 2) > 0) then {
|
||||
_pitch = _def;
|
||||
};
|
||||
};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _dagrPos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
|
||||
drawLine3D [ASLtoATL _dagrPos, ASLtoATL _targetPos, [1,0,0,1]];
|
||||
|
||||
_distance = ([getPos startPos, _dagrPos] call BIS_fnc_distance2D);
|
||||
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _dagrPos select 2]];
|
||||
_marker setMarkerTypeLocal "mil_dot";
|
||||
_marker setMarkerColorLocal "ColorRed";
|
||||
_def = 0.0030;
|
||||
if(_distanceToShooter > 100) then {
|
||||
_def = 0.0020;
|
||||
};
|
||||
|
||||
_targetVectorSeeker = [_dagr, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
// _targetVectorSeeker = _dagr worldToModel (ASLtoATL _targetPos);
|
||||
// _targetVectorSeeker = [0,0,0] vectorFromTo _targetVectorSeeker;
|
||||
_yaw = 0.0;
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_def;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 0) > 0) then {
|
||||
_yaw = _def;
|
||||
};
|
||||
};
|
||||
|
||||
_pitch = 0.0;
|
||||
if((_targetVectorSeeker select 2) < 0) then {
|
||||
_pitch = -_def;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 2) > 0) then {
|
||||
_pitch = _def;
|
||||
};
|
||||
};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _dagrPos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
|
||||
drawLine3D [ASLtoATL _dagrPos, ASLtoATL _targetPos, [1,0,0,1]];
|
||||
|
||||
_distance = ([getPos startPos, _dagrPos] call BIS_fnc_distance2D);
|
||||
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _dagrPos select 2]];
|
||||
_marker setMarkerTypeLocal "mil_dot";
|
||||
_marker setMarkerColorLocal "ColorRed";
|
||||
|
||||
MARKERCOUNT = MARKERCOUNT + 1;
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
_outVector = [_dagr, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
// _outVector = _dagr modelToWorld [_yaw, 1, _pitch];
|
||||
// _outVector = ATLtoASL _outVector;
|
||||
_vectorTo = _dagrPos vectorFromTo _outVector;
|
||||
|
||||
// hintSilent format["v: %1", _vectorTo];
|
||||
|
||||
// _dagr setVectorDir _vectorTo;
|
||||
_dagr setVectorDirAndUp [_vectorTo, vectorUp _dagr];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
hintSilent format["d: %1", _distanceToTarget];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
MARKERCOUNT = MARKERCOUNT + 1;
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
_outVector = [_dagr, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
// _outVector = _dagr modelToWorld [_yaw, 1, _pitch];
|
||||
// _outVector = ATLtoASL _outVector;
|
||||
_vectorTo = _dagrPos vectorFromTo _outVector;
|
||||
|
||||
// hintSilent format["v: %1", _vectorTo];
|
||||
|
||||
// _dagr setVectorDir _vectorTo;
|
||||
_dagr setVectorDirAndUp [_vectorTo, vectorUp _dagr];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
hintSilent format["d: %1", _distanceToTarget];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
FUNC(guidance_DAGR_DIRECT_LOAL) = {
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
GVAR(lastTime) = time;
|
||||
[FUNC(guidance_DIRECT_LOAL_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
GVAR(lastTime) = time;
|
||||
[FUNC(guidance_DIRECT_LOAL_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_fireMode = _shooter getVariable ["ACE_FIRE_SELECTION", ACE_DEFAULT_FIRE_SELECTION];
|
||||
|
||||
switch (_fireMode select 0) do {
|
||||
// Default to FIREMODE_DIRECT_LOAL
|
||||
// FIREMODE_DIRECT_LOAL
|
||||
default {
|
||||
LOG("Initiating DAGR FIREMODE_DIRECT_LOAL");
|
||||
_this call FUNC(guidance_DAGR_DIRECT_LOAL);
|
||||
};
|
||||
// Default to FIREMODE_DIRECT_LOAL
|
||||
// FIREMODE_DIRECT_LOAL
|
||||
default {
|
||||
LOG("Initiating DAGR FIREMODE_DIRECT_LOAL");
|
||||
_this call FUNC(guidance_DAGR_DIRECT_LOAL);
|
||||
};
|
||||
};
|
@ -2,248 +2,248 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
FUNC(guidance_Hellfire_LOAL_HI_PFH) = {
|
||||
//TRACE_1("enter", _this);
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_shooter = _args select 0;
|
||||
_missile = _args select 6;
|
||||
_curVelocity = velocity _missile;
|
||||
|
||||
if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
|
||||
if(isNil "_launchPos") then {
|
||||
TRACE_1("Setting launch parameters", "");
|
||||
_launchPos = getPosASL _shooter;
|
||||
_shooter setVariable [QGVAR(launchPos), _launchPos, false];
|
||||
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
|
||||
};
|
||||
|
||||
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace_laser_fnc_findLaserDesignator;
|
||||
_addHeight = [0,0,0];
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
TRACE_2("Targets", _target, _targets);
|
||||
|
||||
_yVec = vectorDir _missile;
|
||||
_zVec = vectorUp _missile;
|
||||
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
|
||||
|
||||
_missilePos = getPosASL _missile;
|
||||
// player sideChat "G!";
|
||||
_targetPos = getPosASL _target;
|
||||
TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
|
||||
if((count _targetPos) > 0) then {
|
||||
_distanceToTarget = _missilePos vectorDistance _targetPos;
|
||||
|
||||
_defPitch = 0.05;
|
||||
|
||||
if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
|
||||
_addHeight = [0,0,(_targetPos select 2) + ((_launchPos distance _targetPos)*2)];
|
||||
TRACE_1("Climb phase", _addHeight);
|
||||
//_defPitch = 0.1;
|
||||
} else {
|
||||
// Covered half the distance, go terminal
|
||||
if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
|
||||
TRACE_1("TERMINAL", "");
|
||||
} else {
|
||||
if((_missilePos select 2) > (_targetPos select 2)) then {
|
||||
_heightDiff = (_missilePos select 2) - (_targetPos select 2);
|
||||
TRACE_1("Coasting", _heightDiff);
|
||||
_addHeight = [0,0, _heightDiff];
|
||||
};
|
||||
};
|
||||
};
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
|
||||
_defYaw = 0.0035;
|
||||
|
||||
|
||||
_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
_yaw = 0.0;
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_defYaw;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 0) > 0) then {
|
||||
_yaw = _defYaw;
|
||||
};
|
||||
};
|
||||
|
||||
_pitch = 0.0;
|
||||
if((_targetVectorSeeker select 2) < 0) then {
|
||||
_pitch = -_defPitch;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 2) > 0) then {
|
||||
_pitch = _defPitch;
|
||||
};
|
||||
};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
|
||||
_light = "#lightpoint" createVehicleLocal (getPos _missile);
|
||||
_light setLightBrightness 1.0;
|
||||
_light setLightAmbient [1.0, 0.0, 0.0];
|
||||
_light setLightColor [1.0, 0.0, 0.0];
|
||||
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _missilePos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
|
||||
drawLine3D [ASLtoATL _missilePos, ASLtoATL _targetPos, [1,0,0,1]];
|
||||
|
||||
_distance = ([getPos startPos, _missilePos] call BIS_fnc_distance2D);
|
||||
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _missilePos select 2]];
|
||||
_marker setMarkerTypeLocal "mil_dot";
|
||||
_marker setMarkerColorLocal "ColorRed";
|
||||
//TRACE_1("enter", _this);
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_shooter = _args select 0;
|
||||
_missile = _args select 6;
|
||||
_curVelocity = velocity _missile;
|
||||
|
||||
if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
|
||||
if(isNil "_launchPos") then {
|
||||
TRACE_1("Setting launch parameters", "");
|
||||
_launchPos = getPosASL _shooter;
|
||||
_shooter setVariable [QGVAR(launchPos), _launchPos, false];
|
||||
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
|
||||
};
|
||||
|
||||
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace_laser_fnc_findLaserDesignator;
|
||||
_addHeight = [0,0,0];
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
TRACE_2("Targets", _target, _targets);
|
||||
|
||||
_yVec = vectorDir _missile;
|
||||
_zVec = vectorUp _missile;
|
||||
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
|
||||
|
||||
_missilePos = getPosASL _missile;
|
||||
// player sideChat "G!";
|
||||
_targetPos = getPosASL _target;
|
||||
TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
|
||||
if((count _targetPos) > 0) then {
|
||||
_distanceToTarget = _missilePos vectorDistance _targetPos;
|
||||
|
||||
_defPitch = 0.05;
|
||||
|
||||
if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
|
||||
_addHeight = [0,0,(_targetPos select 2) + ((_launchPos distance _targetPos)*2)];
|
||||
TRACE_1("Climb phase", _addHeight);
|
||||
//_defPitch = 0.1;
|
||||
} else {
|
||||
// Covered half the distance, go terminal
|
||||
if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
|
||||
TRACE_1("TERMINAL", "");
|
||||
} else {
|
||||
if((_missilePos select 2) > (_targetPos select 2)) then {
|
||||
_heightDiff = (_missilePos select 2) - (_targetPos select 2);
|
||||
TRACE_1("Coasting", _heightDiff);
|
||||
_addHeight = [0,0, _heightDiff];
|
||||
};
|
||||
};
|
||||
};
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
|
||||
_defYaw = 0.0035;
|
||||
|
||||
|
||||
_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
_yaw = 0.0;
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_defYaw;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 0) > 0) then {
|
||||
_yaw = _defYaw;
|
||||
};
|
||||
};
|
||||
|
||||
_pitch = 0.0;
|
||||
if((_targetVectorSeeker select 2) < 0) then {
|
||||
_pitch = -_defPitch;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 2) > 0) then {
|
||||
_pitch = _defPitch;
|
||||
};
|
||||
};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
|
||||
_light = "#lightpoint" createVehicleLocal (getPos _missile);
|
||||
_light setLightBrightness 1.0;
|
||||
_light setLightAmbient [1.0, 0.0, 0.0];
|
||||
_light setLightColor [1.0, 0.0, 0.0];
|
||||
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _missilePos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
|
||||
drawLine3D [ASLtoATL _missilePos, ASLtoATL _targetPos, [1,0,0,1]];
|
||||
|
||||
_distance = ([getPos startPos, _missilePos] call BIS_fnc_distance2D);
|
||||
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _missilePos select 2]];
|
||||
_marker setMarkerTypeLocal "mil_dot";
|
||||
_marker setMarkerColorLocal "ColorRed";
|
||||
|
||||
MARKERCOUNT = MARKERCOUNT + 1;
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
|
||||
_vectorTo = _missilePos vectorFromTo _outVector;
|
||||
_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
hintSilent format["d: %1", _distanceToTarget];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
MARKERCOUNT = MARKERCOUNT + 1;
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
|
||||
_vectorTo = _missilePos vectorFromTo _outVector;
|
||||
_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
hintSilent format["d: %1", _distanceToTarget];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
FUNC(guidance_Hellfire_LOAL_DIR_PFH) = {
|
||||
//TRACE_1("enter", _this);
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_shooter = _args select 0;
|
||||
_missile = _args select 6;
|
||||
_curVelocity = velocity _missile;
|
||||
|
||||
if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
|
||||
if(isNil "_launchPos") then {
|
||||
TRACE_1("Setting launch parameters", "");
|
||||
_launchPos = getPosASL _shooter;
|
||||
_shooter setVariable [QGVAR(launchPos), _launchPos, false];
|
||||
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
|
||||
};
|
||||
|
||||
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace__laser_fnc_findLaserDesignator;
|
||||
_addHeight = [0,0,0];
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
TRACE_2("Targets", _target, _targets);
|
||||
|
||||
_yVec = vectorDir _missile;
|
||||
_zVec = vectorUp _missile;
|
||||
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
|
||||
|
||||
_missilePos = getPosASL _missile;
|
||||
// player sideChat "G!";
|
||||
_targetPos = getPosASL _target;
|
||||
TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
|
||||
if((count _targetPos) > 0) then {
|
||||
_distanceToTarget = _missilePos vectorDistance _targetPos;
|
||||
|
||||
if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
|
||||
_addHeight = [0,0,(_targetPos select 2) + (_missilePos distance _targetPos)*0.5];
|
||||
TRACE_1("Climb phase", _addHeight);
|
||||
} else {
|
||||
// Covered half the distance, go terminal
|
||||
if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
|
||||
TRACE_1("TERMINAL", "");
|
||||
} else {
|
||||
if((_missilePos select 2) > (_targetPos select 2)) then {
|
||||
_heightDiff = (_missilePos select 2) - (_targetPos select 2);
|
||||
TRACE_1("Coasting", _heightDiff);
|
||||
_addHeight = [0,0, _heightDiff];
|
||||
};
|
||||
};
|
||||
};
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
|
||||
_defYaw = 0.0035;
|
||||
_defPitch = 0.0075;
|
||||
|
||||
_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
_yaw = 0.0;
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_defYaw;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 0) > 0) then {
|
||||
_yaw = _defYaw;
|
||||
};
|
||||
};
|
||||
|
||||
_pitch = 0.0;
|
||||
if((_targetVectorSeeker select 2) < 0) then {
|
||||
_pitch = -_defPitch;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 2) > 0) then {
|
||||
_pitch = _defPitch;
|
||||
};
|
||||
};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
|
||||
_light = "#lightpoint" createVehicleLocal (getPos _missile);
|
||||
_light setLightBrightness 1.0;
|
||||
_light setLightAmbient [1.0, 0.0, 0.0];
|
||||
_light setLightColor [1.0, 0.0, 0.0];
|
||||
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _missilePos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
|
||||
drawLine3D [ASLtoATL _missilePos, ASLtoATL _targetPos, [1,0,0,1]];
|
||||
|
||||
_distance = ([getPos startPos, _missilePos] call BIS_fnc_distance2D);
|
||||
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _missilePos select 2]];
|
||||
_marker setMarkerTypeLocal "mil_dot";
|
||||
_marker setMarkerColorLocal "ColorRed";
|
||||
//TRACE_1("enter", _this);
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_shooter = _args select 0;
|
||||
_missile = _args select 6;
|
||||
_curVelocity = velocity _missile;
|
||||
|
||||
if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
|
||||
if(isNil "_launchPos") then {
|
||||
TRACE_1("Setting launch parameters", "");
|
||||
_launchPos = getPosASL _shooter;
|
||||
_shooter setVariable [QGVAR(launchPos), _launchPos, false];
|
||||
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
|
||||
};
|
||||
|
||||
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace__laser_fnc_findLaserDesignator;
|
||||
_addHeight = [0,0,0];
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
TRACE_2("Targets", _target, _targets);
|
||||
|
||||
_yVec = vectorDir _missile;
|
||||
_zVec = vectorUp _missile;
|
||||
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
|
||||
|
||||
_missilePos = getPosASL _missile;
|
||||
// player sideChat "G!";
|
||||
_targetPos = getPosASL _target;
|
||||
TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
|
||||
if((count _targetPos) > 0) then {
|
||||
_distanceToTarget = _missilePos vectorDistance _targetPos;
|
||||
|
||||
if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
|
||||
_addHeight = [0,0,(_targetPos select 2) + (_missilePos distance _targetPos)*0.5];
|
||||
TRACE_1("Climb phase", _addHeight);
|
||||
} else {
|
||||
// Covered half the distance, go terminal
|
||||
if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
|
||||
TRACE_1("TERMINAL", "");
|
||||
} else {
|
||||
if((_missilePos select 2) > (_targetPos select 2)) then {
|
||||
_heightDiff = (_missilePos select 2) - (_targetPos select 2);
|
||||
TRACE_1("Coasting", _heightDiff);
|
||||
_addHeight = [0,0, _heightDiff];
|
||||
};
|
||||
};
|
||||
};
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
|
||||
_defYaw = 0.0035;
|
||||
_defPitch = 0.0075;
|
||||
|
||||
_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
_yaw = 0.0;
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_defYaw;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 0) > 0) then {
|
||||
_yaw = _defYaw;
|
||||
};
|
||||
};
|
||||
|
||||
_pitch = 0.0;
|
||||
if((_targetVectorSeeker select 2) < 0) then {
|
||||
_pitch = -_defPitch;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 2) > 0) then {
|
||||
_pitch = _defPitch;
|
||||
};
|
||||
};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
|
||||
_light = "#lightpoint" createVehicleLocal (getPos _missile);
|
||||
_light setLightBrightness 1.0;
|
||||
_light setLightAmbient [1.0, 0.0, 0.0];
|
||||
_light setLightColor [1.0, 0.0, 0.0];
|
||||
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _missilePos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
|
||||
drawLine3D [ASLtoATL _missilePos, ASLtoATL _targetPos, [1,0,0,1]];
|
||||
|
||||
_distance = ([getPos startPos, _missilePos] call BIS_fnc_distance2D);
|
||||
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _missilePos select 2]];
|
||||
_marker setMarkerTypeLocal "mil_dot";
|
||||
_marker setMarkerColorLocal "ColorRed";
|
||||
|
||||
MARKERCOUNT = MARKERCOUNT + 1;
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
|
||||
_vectorTo = _missilePos vectorFromTo _outVector;
|
||||
_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
hintSilent format["d: %1", _distanceToTarget];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
MARKERCOUNT = MARKERCOUNT + 1;
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
|
||||
_vectorTo = _missilePos vectorFromTo _outVector;
|
||||
_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
hintSilent format["d: %1", _distanceToTarget];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
FUNC(guidance_Hellfire_LOAL_HI) = {
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
GVAR(lastTime) = time;
|
||||
[FUNC(guidance_Hellfire_LOAL_HI_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
GVAR(lastTime) = time;
|
||||
[FUNC(guidance_Hellfire_LOAL_HI_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
|
||||
FUNC(guidance_Hellfire_LOAL_DIR) = {
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
GVAR(lastTime) = time;
|
||||
[FUNC(guidance_Hellfire_LOAL_DIR_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
GVAR(lastTime) = time;
|
||||
[FUNC(guidance_Hellfire_LOAL_DIR_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_fireMode = _shooter getVariable ["ACE_FIRE_SELECTION", ACE_DEFAULT_FIRE_SELECTION];
|
||||
|
||||
switch (_fireMode select 0) do {
|
||||
// Default to FIREMODE_DIRECT_LOAL
|
||||
// FIREMODE_DIRECT_LOAL
|
||||
default {
|
||||
LOG("Initiating Hellfire II FIREMODE_LOAL_DIR");
|
||||
_this call FUNC(guidance_Hellfire_LOAL_HI);
|
||||
};
|
||||
// Default to FIREMODE_DIRECT_LOAL
|
||||
// FIREMODE_DIRECT_LOAL
|
||||
default {
|
||||
LOG("Initiating Hellfire II FIREMODE_LOAL_DIR");
|
||||
_this call FUNC(guidance_Hellfire_LOAL_HI);
|
||||
};
|
||||
};
|
@ -2,108 +2,108 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
FUNC(guidance_LGB_LOAL_PFH) = {
|
||||
//TRACE_1("enter", _this);
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_lgb = _args select 6;
|
||||
_curVelocity = velocity _lgb;
|
||||
|
||||
if(!alive _lgb) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_targets = [_lgb, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call uo_laser_fnc_findLaserDesignator;
|
||||
//TRACE_2("Targets", _target, _targets);
|
||||
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
|
||||
// player sideChat "FUCK!";
|
||||
// drop ["\a3\data_f\Cl_basic","","Billboard",1,20,(getPos _lgb),[0,0,0],1,1.275,1.0,0.0,[5],[[1,0,0,1]],[0],0.0,2.0,"","",""];
|
||||
|
||||
|
||||
_yVec = vectorDir _lgb;
|
||||
_zVec = vectorUp _lgb;
|
||||
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
|
||||
|
||||
_lgbPos = getPosASL _lgb;
|
||||
// player sideChat "G!";
|
||||
_targetPos = getPosASL _target;
|
||||
if((count _targetPos) > 0) then {
|
||||
// player sideChat format["f: %1", _targetPos];
|
||||
_addHeight = [0,0,(_lgbPos distance _targetPos)*0.06];
|
||||
// drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
|
||||
|
||||
|
||||
_def = 0.0025;
|
||||
|
||||
_targetVectorSeeker = [_lgb, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
// _targetVectorSeeker = _lgb worldToModel (ASLtoATL _targetPos);
|
||||
// _targetVectorSeeker = [0,0,0] vectorFromTo _targetVectorSeeker;
|
||||
_yaw = 0.0;
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_def;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 0) > 0) then {
|
||||
_yaw = _def;
|
||||
};
|
||||
};
|
||||
|
||||
_pitch = 0.0;
|
||||
if((_targetVectorSeeker select 2) < 0) then {
|
||||
_pitch = -_def;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 2) > 0) then {
|
||||
_pitch = _def;
|
||||
};
|
||||
};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _lgbPos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
|
||||
drawLine3D [ASLtoATL _lgbPos, ASLtoATL _targetPos, [1,0,0,1]];
|
||||
|
||||
_distance = ([getPos startPos, _lgbPos] call BIS_fnc_distance2D);
|
||||
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _lgbPos select 2]];
|
||||
_marker setMarkerTypeLocal "mil_dot";
|
||||
_marker setMarkerColorLocal "ColorRed";
|
||||
//TRACE_1("enter", _this);
|
||||
_args = _this select 0;
|
||||
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_lgb = _args select 6;
|
||||
_curVelocity = velocity _lgb;
|
||||
|
||||
if(!alive _lgb) exitWith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_targets = [_lgb, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call uo_laser_fnc_findLaserDesignator;
|
||||
//TRACE_2("Targets", _target, _targets);
|
||||
|
||||
if((_targets select 0)) then {
|
||||
_target = _targets select 1;
|
||||
|
||||
// player sideChat "FUCK!";
|
||||
// drop ["\a3\data_f\Cl_basic","","Billboard",1,20,(getPos _lgb),[0,0,0],1,1.275,1.0,0.0,[5],[[1,0,0,1]],[0],0.0,2.0,"","",""];
|
||||
|
||||
|
||||
_yVec = vectorDir _lgb;
|
||||
_zVec = vectorUp _lgb;
|
||||
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
|
||||
|
||||
_lgbPos = getPosASL _lgb;
|
||||
// player sideChat "G!";
|
||||
_targetPos = getPosASL _target;
|
||||
if((count _targetPos) > 0) then {
|
||||
// player sideChat format["f: %1", _targetPos];
|
||||
_addHeight = [0,0,(_lgbPos distance _targetPos)*0.06];
|
||||
// drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
|
||||
_targetPos = _targetPos vectorAdd _addHeight;
|
||||
|
||||
|
||||
|
||||
_def = 0.0025;
|
||||
|
||||
_targetVectorSeeker = [_lgb, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
|
||||
// _targetVectorSeeker = _lgb worldToModel (ASLtoATL _targetPos);
|
||||
// _targetVectorSeeker = [0,0,0] vectorFromTo _targetVectorSeeker;
|
||||
_yaw = 0.0;
|
||||
if((_targetVectorSeeker select 0) < 0) then {
|
||||
_yaw = -_def;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 0) > 0) then {
|
||||
_yaw = _def;
|
||||
};
|
||||
};
|
||||
|
||||
_pitch = 0.0;
|
||||
if((_targetVectorSeeker select 2) < 0) then {
|
||||
_pitch = -_def;
|
||||
} else {
|
||||
if((_targetVectorSeeker select 2) > 0) then {
|
||||
_pitch = _def;
|
||||
};
|
||||
};
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _lgbPos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
|
||||
drawLine3D [ASLtoATL _lgbPos, ASLtoATL _targetPos, [1,0,0,1]];
|
||||
|
||||
_distance = ([getPos startPos, _lgbPos] call BIS_fnc_distance2D);
|
||||
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _lgbPos select 2]];
|
||||
_marker setMarkerTypeLocal "mil_dot";
|
||||
_marker setMarkerColorLocal "ColorRed";
|
||||
|
||||
MARKERCOUNT = MARKERCOUNT + 1;
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
_outVector = [_lgb, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
// _outVector = _lgb modelToWorld [_yaw, 1, _pitch];
|
||||
// _outVector = ATLtoASL _outVector;
|
||||
_vectorTo = _lgbPos vectorFromTo _outVector;
|
||||
|
||||
// hintSilent format["v: %1", _vectorTo];
|
||||
|
||||
// _lgb setVectorDir _vectorTo;
|
||||
_lgb setVectorDirAndUp [_vectorTo, vectorUp _lgb];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
hintSilent format["d: %1", _lgbPos vectorDistance _targetPos];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
MARKERCOUNT = MARKERCOUNT + 1;
|
||||
#endif
|
||||
|
||||
if(accTime > 0) then {
|
||||
_outVector = [_lgb, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
|
||||
// _outVector = _lgb modelToWorld [_yaw, 1, _pitch];
|
||||
// _outVector = ATLtoASL _outVector;
|
||||
_vectorTo = _lgbPos vectorFromTo _outVector;
|
||||
|
||||
// hintSilent format["v: %1", _vectorTo];
|
||||
|
||||
// _lgb setVectorDir _vectorTo;
|
||||
_lgb setVectorDirAndUp [_vectorTo, vectorUp _lgb];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
hintSilent format["d: %1", _lgbPos vectorDistance _targetPos];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
FUNC(guidance_LGB_LOAL) = {
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
[FUNC(guidance_LGB_LOAL_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
|
||||
[FUNC(guidance_LGB_LOAL_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
|
||||
_fireMode = _shooter getVariable ["ACE_FIRE_SELECTION", ACE_DEFAULT_FIRE_SELECTION];
|
||||
|
||||
switch (_fireMode select 0) do {
|
||||
// Default to FIREMODE_DIRECT_LOAL
|
||||
// FIREMODE_DIRECT_LOAL
|
||||
default {
|
||||
LOG("Initiating FIREMODE_DIRECT_LOAL");
|
||||
_this call FUNC(guidance_LGB_LOAL);
|
||||
};
|
||||
// Default to FIREMODE_DIRECT_LOAL
|
||||
// FIREMODE_DIRECT_LOAL
|
||||
default {
|
||||
LOG("Initiating FIREMODE_DIRECT_LOAL");
|
||||
_this call FUNC(guidance_LGB_LOAL);
|
||||
};
|
||||
};
|
@ -14,9 +14,9 @@ _y = _offset select 1;
|
||||
_z = _offset select 2;
|
||||
|
||||
_out = [
|
||||
((_xVec select 0)*_x) + ((_xVec select 1)*_y) + ((_xVec select 2)*_z),
|
||||
((_yVec select 0)*_x) + ((_yVec select 1)*_y) + ((_yVec select 2)*_z),
|
||||
((_zVec select 0)*_x) + ((_zVec select 1)*_y) + ((_zVec select 2)*_z)
|
||||
];
|
||||
((_xVec select 0)*_x) + ((_xVec select 1)*_y) + ((_xVec select 2)*_z),
|
||||
((_yVec select 0)*_x) + ((_yVec select 1)*_y) + ((_yVec select 2)*_z),
|
||||
((_zVec select 0)*_x) + ((_zVec select 1)*_y) + ((_zVec select 2)*_z)
|
||||
];
|
||||
|
||||
_out;
|
@ -2,11 +2,11 @@
|
||||
#include "\z\ace\Addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_MISSILEGUIDANCE
|
||||
#define DEBUG_MODE_FULL
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_SETTINGS_MISSILEGUIDANCE
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_MISSILEGUIDANCE
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_MISSILEGUIDANCE
|
||||
#endif
|
||||
|
||||
#include "\z\ace\Addons\main\script_macros.hpp"
|
||||
|
Loading…
Reference in New Issue
Block a user