ACE3/docs/wiki/feature/hot.md
Brandon Danyluk 1511ecc1c0 SACLOS and HOT Missiles (#6708)
* abc

* Revert "abc"

This reverts commit bcb4214bd9.

* Update to current commit

* Added HOT1 Missile and SACLOS/Wire guidance

* Added all HOT variants. Added polish to code

* Fixed bug with pylons

* Changed how seeker angle is calculated. When the wire snaps the missile goes haywire. Fixed bug where HOT2/3 missiles weren't getting missile guidance

* Replaced Wiesel FireFIST launcher with  HOT Launcher

* Remove debug defines

* Tweak thrust

* Fix formatting issues. Added true randomness. Added ACE prefixes. Added string table. Tweaked missile dynamics

* Fix bug where attack profile correction was wrong due to magnitude always being 50. Add stringtable values for relevant strings. Added reload time to Wiesel ATGM. Added "onFired" to initialize values

* Moved wire-snapping logic to attack profile

* Missile flight dynamics tweaked

* Add a crosshair offset. The missile sits in this offset relative to the crosshair

* Add LOS checks. Fix bug where wire-cutting didnt work.

* Tweak explosive range for a kill radius of ~20m. Add fragmentation

* Add AI Flags

* Person in control of missile may not be the shooter

* Fix RPT spam on missile out of LOS. Tweak missile dynamics. Add wire break sound cue

* Fix bug where missile didn't go to a fake target in front of it when out of LOS

* Use a better, more generic way to calculate direction camera is facing

* Use ACE Macros for frag values. Get config entry with CBA

* Add Wiki entry

* Add new lines to wiki. Allow for SQF expressions in config for maxCorrectableDistance

* Add CPP code tag

* Fix wiki grammer error

* Re-convert back to CBA_fnc_getConfigEntry

* UAV Gunner support, cleanup

* Fix bug where SACLOS for launcher guided weapons was off

* Add the ability to define how far ahead of the missile the attack profile will seek toward
2018-12-06 20:27:30 -06:00

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Markdown

---
layout: wiki
title: HOT
description: HOT 1/2/3 Missiles
group: feature
category: equipment
parent: wiki
mod: ace
version:
major: 3
minor: 13
patch: 0
---
## 1. Overview
### 1.1 Guidance
HOT missile is a wire-guided SACLOS weapon. It requires the shooter to provide constant aiming in order to hit its target.
### 1.2 Attack profiles
The missile requires line of sight to the target at all times. Keep your crosshair on the target as the missile cruises toward it until impact.
If you lose line of sight the missile will stop tracking toward your crosshair and will fly on its current trajectory. You can regain control if the missile re-enters line of sight.
If the missile exceeds its maximum range the wire will snap and it will fly off in a random direction.
### 1.3 Missile Types
There are 4 HOT missiles included
- HOT 1: Able to penetrate around 800mm RHA. Max range is 4000 meters. HEAT
- HOT 2: Able to penetrate around 900mm RHA. Max range is 4000 meters. HEAT
- HOT 2MP: Anti-Infantry. Contains 1000 steel balls that scatter on impact. Also contains a chemical incendiary device which has a kill radius of around 20 meters. Able to penetrate around 350mm RHA. Max range is 4000 meters. HE
- HOT 3: Able to penetrate around 1250mm RHA. Max range is 4300 meters. Tandem HEAT
## 2. Usage
- Select the HOT launcher and aim toward your target. Once you fire the weapon you must keep your crosshair on the target until impact. Note: The HOT missile sits 0.5 meters above the crosshair
- If the missile exceeds 4000 meters (4300 meters for the HOT 3) the wire will snap and you will lose control over the missile.
- If the missile is 30 degrees outside of your current crosshair position the seeker will not be able to find the missile and you will lose control over it.
## 3 Adding to vehicles
- Easiest way to add is via the 1.70 Pylons system.
- HOT missiles can also be added to other vehicles via config or script.
### 3.1 Classnames
- Weapons: `ace_hot_1_launcher`, `2_launcher`, `ace_hot_2mp_launcher`, `ace_hot_3_launcher`, `ace_hot_generic_launcher`
- Magazines: `ace_hot_1_6Rnd`, `ace_hot_1_2Rnd`, `ace_hot_2_6Rnd`, `ace_hot_2_2Rnd`, `ace_hot_2mp_6Rnd`, `ace_hot_2mp_2Rnd`, `ace_hot_3_6Rnd`, `ace_hot_3_2Rnd`
- Pylon Magazines: `ace_hot_1_PylonMissile_1Rnd`, `ace_hot_1_PylonRack_1Rnd`, `ace_hot_1_PylonRack_3Rnd`, `ace_hot_1_PylonRack_4Rnd`, `ace_hot_2_PylonMissile_1Rnd`, `ace_hot_2_PylonRack_1Rnd`, `ace_hot_2_PylonRack_3Rnd`, `ace_hot_2_PylonRack_4Rnd`, `ace_hot_2mp_PylonMissile_1Rnd`, `ace_hot_2mp_PylonRack_1Rnd`, `ace_hot_2mp_PylonRack_3Rnd`, `ace_hot_2mp_PylonRack_4Rnd`, `ace_hot_3_PylonMissile_1Rnd`, `ace_hot_3_PylonRack_1Rnd`, `ace_hot_3_PylonRack_3Rnd`, `ace_hot_3_PylonRack_4Rnd`
### 3.2 Script Example
- Adding HOT to e.g. a Cessna Civilian Plane:
```cpp
if (local this) then {
this addWeaponTurret ["ace_hot_generic_launcher", [-1]];
this addMagazineTurret ["ace_hot_2mp_6Rnd", [-1]];
this addMagazineTurret ["ace_hot_3_6Rnd", [-1]];
};
```
## 4. Dependencies
{% include dependencies_list.md component="hot" %}