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https://github.com/acemod/ACE3.git
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ab6fc8efca
* Fix laser and missileguidance over water * Return a normalized vector in EFUNC(common,getTurretDirection) * Make laser dispersion simulation optional, default off * Prototype for ace_laser_designate * Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate * Simplify laser into one module Rewrite large parts of laser Merge laser_designate Delete lase_selfDesignate * Cleanup missile guidance * Headers, fix laser over water * Cleanup * Test * Change setting to scalar, more cleanup * Add seeker debug drawing
62 lines
3.3 KiB
Plaintext
62 lines
3.3 KiB
Plaintext
// 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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#include "script_component.hpp"
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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, [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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// 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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