#define DEBUG_MODE_FULL #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"; 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"; 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; }; 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); _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); }; };