/* * Author: KoffeinFlummi * Starts watching the target for sideways correction. * * Arguments: * 0: Vehicle * 1: Turret * * Return Value: * None * * Public: No */ #include "script_component.hpp" params ["_vehicle", "_turret"]; private _turretConfig = [configFile >> "CfgVehicles" >> typeOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath); // Update display for infantry rangefinders if (_vehicle == ACE_player) exitWith {[5,5500,25,true] call FUNC(getRange)}; private _distance = [ getNumber (_turretConfig >> QGVAR(DistanceInterval)), getNumber (_turretConfig >> QGVAR(MaxDistance)), getNumber (_turretConfig >> QGVAR(MinDistance)) ] call FUNC(getRange); if !(!GVAR(enabled) && FUNC(canUseFCS)) exitWith {}; GVAR(Enabled) = true; GVAR(time) = CBA_missionTime; private _weaponDirection = _vehicle weaponDirection (_vehicle currentWeaponTurret _turret); // @todo doesn't work for sub turrets if (_turret isEqualTo ([_vehicle] call EFUNC(common,getTurretCommander))) then { _weaponDirection = eyeDirection _vehicle; }; if (_weaponDirection isEqualTo [0,0,0]) then { // dummy value for non main turrets _weaponDirection = [1,0,0]; }; GVAR(Position) = (getPosASL _vehicle) vectorAdd (_weaponDirection vectorMultiply _distance); [_vehicle,_turret,_distance,0] call FUNC(calculateSolution);