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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
80 lines
3.5 KiB
Plaintext
80 lines
3.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: ACE-Team
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*
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*
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* Argument:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_laser_fnc_dev_drawVisibleLaserTargets
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*
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* Public: No
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*/
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// Dev Debug Function
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// Displays lasers and attempts to lock on to codes 1111 and 1112 from a target vehicle's view
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// On Screen Debug:
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// Red - Vanilla Laser Targets
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// Yellow - Array (vehicle pos/weapon) Laser Targets
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// Green - Rays
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// Blue - Seeker Locks
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// Try searching for lasers from a given vehicle position [BLUE]:
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private _seekerVehicle = vehicle ace_player;
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private _testSeekerPosASL = AGLtoASL (_seekerVehicle modelToWorldVisual [0,0,1]);
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private _testSeekerDir = vectorDirVisual _seekerVehicle;
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{
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private _code = _x;
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private _results = [_testSeekerPosASL, _testSeekerDir, 45, 10000, [1550,1550], _code, _seekerVehicle] call FUNC(seekerFindLaserSpot);
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private _resultPos = _results select 0;
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if (!isNil "_resultPos") then {
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// Draw lock results
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drawLine3D [ASLtoAGL _testSeekerPosASL, ASLtoAGL _resultPos, [0,0,1,1]];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [0,0,1,1], (ASLtoAGL _resultPos), 1.5, 1.5, 45, format ["%1 from %2", _code, _results select 1], 0.5, 0.025, "TahomaB"];
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};
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} forEach [1111, 1112]; // Scan at codes 1111 and 1112
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// Draw all lasers
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[GVAR(laserEmitters), {
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//IGNORE_PRIVATE_WARNING ["_key", "_value"];
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// TRACE_2("",_key,_value);
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_value params ["_obj", "_owner", "_laserMethod", "_waveLength", "_laserCode", "_beamSpread"];
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// Draw vanila lasers [RED]
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if (_laserMethod isEqualTo QFUNC(findLaserSource)) then { // Normal vanilla laserTarget func
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private _targetObject = _obj getVariable [QGVAR(targetObject), objNull];
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private _targetPosASL = getPosASL _targetObject;
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _targetPosASL), 0.5, 0.5, 0, "", 0.5, 0.025, "TahomaB"];
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(_value call FUNC(findLaserSource)) params ["_laserPosASL", "_laserDir"];
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private _resultsRay = [_laserPosASL, _laserDir, _obj] call FUNC(shootRay);
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private _rayPos = _resultsRay select 0;
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if (isNil "_rayPos") then {
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _targetPosASL), 2, 2, 0, "Nil Ray", 0.5, 0.025, "TahomaB"];
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} else {
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private _diff = _rayPos vectorDistance (getPosASL _targetObject); // Diff from ray position compared to actual
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoAGL _rayPos), 2, 2, 0, format ["Diff %1",_diff], 0.5, 0.025, "TahomaB"];
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};
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};
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// Draw array weapon lasers [YELLOW]
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if ((_laserMethod isEqualType []) && {(count _laserMethod) == 2}) then {
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_laserMethod params ["_modelPosition", "_weaponName"];
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private _laserPosASL = AGLtoASL (_obj modelToWorldVisual _modelPosition);
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,1,0,1], (ASLtoAGL _laserPosASL), 0.5, 0.5, 0, _weaponName, 0.5, 0.025, "TahomaB"];
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private _laserDir = _obj weaponDirection _weaponName;
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private _resultsRay = [_laserPosASL, _laserDir, _obj] call FUNC(shootRay);
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private _rayPos = _resultsRay select 0;
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if (!isNil "_rayPos") then {
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,1,0,1], (ASLtoAGL _rayPos), 2, 2, 0, _weaponName, 0.5, 0.025, "TahomaB"];
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};
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};
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}] call CBA_fnc_hashEachPair;
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