#include "script_component.hpp" /* * Author: ACE-Team * * * Argument: * None * * Return Value: * None * * Example: * call ace_laser_fnc_dev_drawVisibleLaserTargets * * Public: No */ // Dev Debug Function // Displays lasers and attempts to lock on to codes 1111 and 1112 from a target vehicle's view // On Screen Debug: // Red - Vanilla Laser Targets // Yellow - Array (vehicle pos/weapon) Laser Targets // Green - Rays // Blue - Seeker Locks // Try searching for lasers from a given vehicle position [BLUE]: private _seekerVehicle = vehicle ace_player; private _testSeekerPosASL = _seekerVehicle modelToWorldVisualWorld [0,0,1]; private _testSeekerDir = vectorDirVisual _seekerVehicle; { private _code = _x; private _results = [_testSeekerPosASL, _testSeekerDir, 45, 10000, [1550,1550], _code, _seekerVehicle] call FUNC(seekerFindLaserSpot); private _resultPos = _results select 0; if (!isNil "_resultPos") then { // Draw lock results drawLine3D [ASLtoAGL _testSeekerPosASL, ASLtoAGL _resultPos, [0,0,1,1]]; drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [0,0,1,1], (ASLtoAGL _resultPos), 1.5, 1.5, 45, format ["%1 from %2", _code, _results select 1], 0.5, 0.025, "TahomaB"]; }; } forEach [1111, 1112]; // Scan at codes 1111 and 1112 // Draw all lasers { //IGNORE_PRIVATE_WARNING ["_x", "_y]; // TRACE_2("",_x,_y); _y params ["_obj", "_owner", "_laserMethod", "_waveLength", "_laserCode", "_beamSpread"]; // Draw vanila lasers [RED] if (_laserMethod isEqualTo QFUNC(findLaserSource)) then { // Normal vanilla laserTarget func private _targetObject = _obj getVariable [QGVAR(targetObject), objNull]; private _targetPosASL = getPosASL _targetObject; drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _targetPosASL), 0.5, 0.5, 0, "", 0.5, 0.025, "TahomaB"]; (_y call FUNC(findLaserSource)) params ["_laserPosASL", "_laserDir"]; private _resultsRay = [_laserPosASL, _laserDir, _obj] call FUNC(shootRay); private _rayPos = _resultsRay select 0; if (isNil "_rayPos") then { drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _targetPosASL), 2, 2, 0, "Nil Ray", 0.5, 0.025, "TahomaB"]; } else { private _diff = _rayPos vectorDistance (getPosASL _targetObject); // Diff from ray position compared to actual drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _rayPos), 2, 2, 0, format ["Diff %1",_diff], 0.5, 0.025, "TahomaB"]; }; }; // Draw array weapon lasers [YELLOW] if ((_laserMethod isEqualType []) && {(count _laserMethod) == 2}) then { _laserMethod params ["_modelPosition", "_weaponName"]; private _laserPosASL = _obj modelToWorldVisualWorld _modelPosition; drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,1,0,1], (ASLtoAGL _laserPosASL), 0.5, 0.5, 0, _weaponName, 0.5, 0.025, "TahomaB"]; private _laserDir = _obj weaponDirection _weaponName; private _resultsRay = [_laserPosASL, _laserDir, _obj] call FUNC(shootRay); private _rayPos = _resultsRay select 0; if (!isNil "_rayPos") then { drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,1,0,1], (ASLtoAGL _rayPos), 2, 2, 0, _weaponName, 0.5, 0.025, "TahomaB"]; }; }; } forEach GVAR(laserEmitters);