/* * Author: commy2 * * Adjust a projectiles velocity and dir + up vector. * * Argument: * 0: Projectile (Object, CfgAmmo) * 1: Adjust azimuth this much. (Number) * 2: Adjust inclination this much. (Number) * 3: Adjust projectile speed this much. In m/s. (Number, optional default: 0 m/s) * * Return value: * None. */ #include "script_component.hpp" private ["_projectile", "_adjustDir", "_adjustUp", "_adjustSpeed", "_vdir", "_dir", "_up", "_l", "_r", "_vup", "_vel"]; _projectile = _this select 0; _adjustDir = _this select 1; _adjustUp = _this select 2; _adjustSpeed = if (count _this > 3) then { _this select 3 } else { 0 }; ["CPD", [_fnc_scriptNameParent, _adjustDir, _adjustUp, _adjustSpeed], nil, false] call FUNC(log); // get old direction vector _vdir = vectorNormalized velocity _projectile; // get azimuth and inclination and apply corrections _dir = (_vdir select 0) atan2 (_vdir select 1) + _adjustDir; _up = asin (_vdir select 2) + _adjustUp; // get new direction vector (this is a unit vector) _vdir = [ sin _dir * cos _up, cos _dir * cos _up, sin _up ]; // get best up vector _vlat = vectorNormalized (_vdir vectorCrossProduct [0,0,1]); _vup = _vlat vectorCrossProduct _vdir; // get new speed vector. Keep total speed, but change to new direction. Yay for vector commands. _vel = _vdir vectorMultiply (_adjustSpeed + vectorMagnitude velocity _projectile); // set projectile direction dir and up. Projectiles are long objects, especially with tracers, so it would look dumb otherwise. _projectile setVectorDirAndUp [_vdir, _vup]; // set new speed vector _projectile setVelocity _vel;