#define DEBUG_MODE_FULL #include "script_component.hpp" #define ACE_BASE_BULLET_LENGTH 32.893 #define __VEHICLE_CLASS configFile >> "CfgVehicles" >> (typeOf _vehicle) #define __PROJECTILE_CLASS configFile >> "CfgAmmo" >> (_ammo select 4) private["_impactSurfaceType", "_isDirectHit", "_command", "_model", "_projectileType"]; private["_relProjectilePos", "_relProjectileVelocity", "_projectilePosition", "_relImpactVelPos", "_relImpactVelocity", "_relSurfDirectionPos", "_relSurfaceDirection"]; private["_penetrationOrthogonalDepth", "_penetrationAngleDepth", "_penetrationCosAngle", "_projectileCaliber", "_projectileDensity", "_projectileLength", "_armorDensity"]; EXPLODE_9_PVT((_this select 0),_vehicle,_shooter,_projectile,_impactPosition,_impactVelocity,_selection,_ammo,_surfaceDirection,_radius); _impactSurfaceType = (_this select 0) select 9; _isDirectHit = (_this select 0) select 10; TRACE_2("",_impactSurfaceType,_isDirectHit); _projectileType = (getNumber (__PROJECTILE_CLASS >> "ACE_projectileType") ); _projectileDensity = getNumber (__PROJECTILE_CLASS >> "ACE_bulletDensity"); _projectileLength = (getNumber (__PROJECTILE_CLASS >> "ACE_bulletLength") ) * 1000; // fucking inches dafuq!?!?!? _projectileDiameter = (getNumber (__PROJECTILE_CLASS >> "ACE_caliber") ) * 1000; // fucking inches dafuq!?!?!? _projectileCaliber = getNumber (__PROJECTILE_CLASS >> "caliber"); _frastumLength = (getNumber (__PROJECTILE_CLASS >> "ACE_frastumLength") ) * 1000; _frastumDiameter = (getNumber (__PROJECTILE_CLASS >> "ACE_frastumDiameter") ) * 1000; _model = getText (__VEHICLE_CLASS >> "model"); TRACE_4("Measurements", _projectileDensity,_projectileLength,_projectileDiameter,_projectileCaliber); // If there was no ACE length defined, default to caliber if(_projectileLength == 0) then { _projectileLength = ACE_BASE_BULLET_LENGTH * _projectileCaliber; // Length in mm, 1 caliber = 55.6 = ~13mm length round }; _vehicleId = _vehicle getVariable[QGVAR(id), -1]; // The below didn't work //#define RELATIVE_VECTOR_TEXT(o,x) ([(o worldToModelVisual ((x) call EFUNC(common,ASLToPosition)))] call FUNC(_textVector)) // Get a relative velocity!?!? _relImpactPosition = _vehicle worldToModelVisual _impactPosition; _projectilePosition = _vehicle worldToModelVisual (position _projectile); _relProjectilePos = (position _projectile) vectorAdd (velocity _projectile); _relProjectileVelocity = _projectilePosition vectorFromTo (_vehicle modelToWorldVisual _relProjectilePos); _relImpactVelPos = _impactPosition vectorAdd _impactVelocity; _relImpactVelocity = _relImpactPosition vectorFromTo (_vehicle modelToWorldVisual _relImpactVelPos); _relSurfDirectionPos = _impactPosition vectorAdd _surfaceDirection; _relSurfaceDirection = _relImpactPosition vectorFromTo (_vehicle modelToWorldVisual _relSurfDirectionPos); _command = format["hit:%1,%2,%3,%4,%5,%6,%7,%8,%9,%10,%11,%12,%13,%14,%15,%16,%17,%18", _vehicleId, // vehicle id registered // _model, _selection, _model, "BALLS", VECTOR_TEXT(vectorDir _vehicle), VECTOR_TEXT(vectorUp _vehicle), _projectileType, //projectile type id (_ammo select 4), _projectileLength, _projectileDiameter, _projectileDensity, _frastumLength, _frastumDiameter, VECTOR_TEXT(_relProjectileVelocity), VECTOR_TEXT(_projectilePosition), VECTOR_TEXT(vectorDir _projectile), VECTOR_TEXT(_relSurfaceDirection), VECTOR_TEXT(_relImpactPosition), VECTOR_TEXT(_relImpactVelocity) ]; TRACE_1("", _command); _result = _command call FUNC(callExtension); TRACE_1("", _result);