#include "..\script_component.hpp" /* * Author: PabstMirror * Handles the top down attack seeker for missile guidance. * Has a very short range (IR/Magnetic?) seeker that will trigger the shaped charge midair above the target. * * Arguments: * 1: Guidance Arg Array * 2: Seeker State * * Return Value: * Seeker Pos * * Example: * [] call ace_nlaw_fnc_seeker * * Public: No */ params ["", "_args", "_seekerStateParams"]; _args params ["_firedEH", "_launchParams", "", "_seekerParams", "_stateParams"]; _firedEH params ["","","","","","","_projectile"]; _launchParams params ["", "_targetLaunchParams", "", "_attackProfile"]; _targetLaunchParams params ["", "", "_launchPos"]; if (_attackProfile == QGVAR(directAttack)) exitWith {[0,0,0]}; private _projPos = getPosASL _projectile; // Arm seeker after 20 meters if ((_projPos distance _launchPos) >= 20) then { scopeName "targetScan"; BEGIN_COUNTER(targetScan); if (_seekerStateParams isEqualTo []) then { TRACE_2("Seeker Armed",_projPos distance _launchPos,diag_fps); _seekerStateParams set [0, _projPos]; // Set _lastPos to current position }; _seekerStateParams params ["_lastPos", "_terminal"]; if (_terminal) exitWith {}; private _vectorDir = _lastPos vectorFromTo _projPos; private _frameDistance = _lastPos vectorDistance _projPos; // Distance traveled depends on velocity and FPS - at 60fps it will be ~4m // Step size will effect accuracy and performance costs for "_stepSize" from 0 to _frameDistance step 0.5 do { // This represents a position that the missile was at between the last frame and now private _virtualPos = _lastPos vectorAdd (_vectorDir vectorMultiply _stepSize); #ifdef DRAW_NLAW_INFO drawLine3D [ASLtoAGL _virtualPos, ASLtoAGL (_virtualPos vectorAdd [0,0,-5]), [1,0,_stepSize/(_frameDistance max 0.1),1]]; #endif // Limit scan to 5 meters directly down (shaped charge jet has a very limited range) private _res = lineIntersectsSurfaces [_virtualPos, (_virtualPos vectorAdd [0,0,-5]), _projectile]; if (_res isNotEqualTo []) then { (_res select 0) params ["_targetPos", "", "_target"]; if ((_target isKindOf "Tank") || {_target isKindOf "Car"} || {_target isKindOf "Air"}) exitWith { TRACE_3("Firing shaped charge down",_target,_targetPos distance _virtualPos,_frameDistance); TRACE_2("",_target worldToModel (ASLtoAGL _virtualPos),boundingBoxReal _target); _virtualPos = _virtualPos vectorAdd (_vectorDir vectorMultiply 1.25); deleteVehicle _projectile; // Damage and effects of missile exploding (timeToLive is 0 so should happen next frame) private _explosion = "ACE_NLAW_Explosion" createVehicle _virtualPos; _explosion setPosASL _virtualPos; // Just damage from shaped charge private _shapedCharage = "ACE_NLAW_ShapedCharge" createVehicle _virtualPos; _shapedCharage setPosASL _virtualPos; _shapedCharage setVectorDirAndUp [[0,0,-1], [1,0,0]]; _shapedCharage setVelocity [0,0,-300]; _seekerStateParams set [1, true]; END_COUNTER(targetScan); breakOut "targetScan"; }; }; }; _seekerStateParams set [0, _projPos]; END_COUNTER(targetScan); }; // Exploded, return dummy value if (_seekerStateParams param [1, false]) exitWith { [0,0,1] }; // return: [0,0,0]