#include "script_component.hpp" /* * Author: Rocko, Ruthberg * Place down spotting scope * * Arguments: * 0: unit * 1: scope class * * Return Value: * None * * Example: * [player, "ACE_SpottingScope"] call ace_spottingscope_fnc_place * * Public: No */ params ["_unit", "_scopeClass"]; _unit removeItem _scopeClass; if ((_unit call CBA_fnc_getUnitAnim) select 0 == "stand") then { _unit playMove "AmovPercMstpSrasWrflDnon_diary"; }; [{ params ["_unit"]; // prevent collision damage [QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent; // Check for a place to land the spotting scope private _direction = getDir _unit; private _position = (getPosASL _unit) vectorAdd [0.8 * sin(_direction), 0.8 * cos(_direction), 0]; private _vectorUp = [0, 0, 1]; private _intersections = lineIntersectsSurfaces [_position vectorAdd [0, 0, 1.5], _position vectorDiff [0, 0, 1.5], _unit, objNull, true, 1, "GEOM", "FIRE"]; if (_intersections isEqualTo []) then { TRACE_1("No intersections",_intersections); } else { (_intersections select 0) params ["_touchingPoint", "_surfaceNormal"]; _position = _touchingPoint vectorAdd [0, 0, 0.05]; _vectorUp = _surfaceNormal; }; // Create the scope and set its position and orientation private _spottingScope = "ACE_SpottingScopeObject" createVehicle [0, 0, 0]; _spottingScope setDir _direction; _spottingScope setPosASL _position; _spottingScope setVectorUp _vectorUp; [QEGVAR(common,fixPosition), _spottingScope, _spottingScope] call CBA_fnc_targetEvent; [QEGVAR(common,fixFloating), _spottingScope, _spottingScope] call CBA_fnc_targetEvent; _unit reveal _spottingScope; }, [_unit], 1, 0] call CBA_fnc_waitAndExecute;