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316fbfe7b9
* abc
* Revert "abc"
This reverts commit bcb4214bd9
.
* Update to current commit
* Begin transfer of SACLOS into Missile Guidance
* Allow seeker and attack profiles to have their own "OnFired" functions
* Fix bugs with SACLOS
* Implement Metis wire guidance. Add "Beam" guidance
* add missing parenthesis
* Update how Wire/Beam guidance works. Add compatability for SACLOS planes. Move all base missile changes out of missileguidance and into their own files.
* try to cleanup merge
* minor stuff
48 lines
2.1 KiB
Plaintext
48 lines
2.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Brandon (TCVM)
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* Attack profile: Beam guided. Exact same as wire-guided, except no wire cutting
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*
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* Arguments:
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* 0: Seeker Target PosASL <ARRAY>
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* 1: Guidance Arg Array <ARRAY>
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* 2: Attack Profile State <ARRAY>
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*
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* Return Value:
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* Missile Aim PosASL <ARRAY>
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*
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* Example:
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* [[1,2,3], [], []] call ace_missileguidance_fnc_attackProfile_BEAM;
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*
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* Public: No
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*/
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params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
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_args params ["_firedEH"];
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_firedEH params ["_shooter","","","","","","_projectile"];
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_attackProfileStateParams params["_maxCorrectableDistance", "_wireCut", "_randomVector", "_crosshairOffset", "_seekerMaxRangeSqr", "_seekerMinRangeSqr", "_wireCutSource", "_distanceAheadOfMissile"];
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private _projectilePos = getPosASL _projectile;
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private _shooterPos = getPosASL _shooter;
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private _shooterDir = vectorNormalized(_seekerTargetPos vectorDiff _shooterPos);
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private _distanceToProjectile = _shooterPos vectorDistanceSqr _projectilePos;
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if (_distanceToProjectile > _seekerMaxRangeSqr || { _seekerTargetPos isEqualTo [0, 0, 0] } || { _distanceToProjectile < _seekerMinRangeSqr }) exitWith {
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// return position 50m infront of projectile
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_projectilePos vectorAdd (_projectile vectorModelToWorld [0, 50, 0])
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};
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private _relativeCorrection = _projectile vectorWorldToModel (_projectilePos vectorDiff _seekerTargetPos);
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_relativeCorrection = _relativeCorrection vectorDiff _crosshairOffset;
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private _magnitude = vectorMagnitude [_relativeCorrection select 0, 0, _relativeCorrection select 2];
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private _fovImpulse = 1 min (_magnitude / _maxCorrectableDistance); // the simulated impulse for the missile being close to the center of the crosshair
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// Adjust the impulse due to near-zero values creating wobbly missiles?
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private _correction = _fovImpulse;
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_relativeCorrection = (vectorNormalized _relativeCorrection) vectorMultiply _correction;
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private _returnPos = _projectilePos vectorDiff (_projectile vectorModelToWorld _relativeCorrection);
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_returnPos vectorAdd (_shooterDir vectorMultiply _distanceAheadOfMissile)
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