#include "script_component.hpp" /* * Author: Brandon (TCVM) * Attack profile: Beam guided. Exact same as wire-guided, except no wire cutting * * Arguments: * 0: Seeker Target PosASL * 1: Guidance Arg Array * 2: Attack Profile State * * Return Value: * Missile Aim PosASL * * Example: * [[1,2,3], [], []] call ace_missileguidance_fnc_attackProfile_BEAM; * * Public: No */ params ["_seekerTargetPos", "_args", "_attackProfileStateParams"]; _args params ["_firedEH"]; _firedEH params ["_shooter","","","","","","_projectile"]; _attackProfileStateParams params["_maxCorrectableDistance", "_wireCut", "_randomVector", "_crosshairOffset", "_seekerMaxRangeSqr", "_seekerMinRangeSqr", "_wireCutSource", "_distanceAheadOfMissile"]; private _projectilePos = getPosASL _projectile; private _shooterPos = getPosASL _shooter; private _shooterDir = vectorNormalized(_seekerTargetPos vectorDiff _shooterPos); private _distanceToProjectile = _shooterPos vectorDistanceSqr _projectilePos; if (_distanceToProjectile > _seekerMaxRangeSqr || { _seekerTargetPos isEqualTo [0, 0, 0] } || { _distanceToProjectile < _seekerMinRangeSqr }) exitWith { // return position 50m infront of projectile _projectilePos vectorAdd (_projectile vectorModelToWorld [0, 50, 0]) }; private _relativeCorrection = _projectile vectorWorldToModel (_projectilePos vectorDiff _seekerTargetPos); _relativeCorrection = _relativeCorrection vectorDiff _crosshairOffset; private _magnitude = vectorMagnitude [_relativeCorrection select 0, 0, _relativeCorrection select 2]; private _fovImpulse = 1 min (_magnitude / _maxCorrectableDistance); // the simulated impulse for the missile being close to the center of the crosshair // Adjust the impulse due to near-zero values creating wobbly missiles? private _correction = _fovImpulse; _relativeCorrection = (vectorNormalized _relativeCorrection) vectorMultiply _correction; private _returnPos = _projectilePos vectorDiff (_projectile vectorModelToWorld _relativeCorrection); _returnPos vectorAdd (_shooterDir vectorMultiply _distanceAheadOfMissile)