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https://github.com/acemod/ACE3.git
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49374feb2a
* NLAW Prototype * Make AI Compatible * Add Overfly Top Attack Mode * Limit Max Deflection * Base prediction on AI skill * Generic cycle attack profile key for missile guidance * Add hint for weapons without huds * Configure for attack cycle key * Finish OTA ammo effects * Cleanup * Arm at 20m * Disable Debug * No models for short lived sub-ammos * Fix Korean strings * Change AI randomization to use skillFinal * Add wiki doc for nlaw * Cleanup * Cleanup * Cleanup
61 lines
2.8 KiB
Plaintext
61 lines
2.8 KiB
Plaintext
/*
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* Author: PabstMirror
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* NLAW missile guidance attack profile.
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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_nlaw_fnc_attackProfile
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
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_args params ["_firedEH", "_launchParams"];
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_launchParams params ["","_targetLaunchParams", "", "_attackProfile"];
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_targetLaunchParams params ["", "", "_launchPos"];
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_firedEH params ["","","","","","","_projectile"];
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// Use seeker (if terminal)
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if (!(_seekerTargetPos isEqualTo [0,0,0])) exitWith {_seekerTargetPos};
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_attackProfileStateParams params ["_startTime", "_startLOS", "_yawChange", "_pitchChange"];
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(_startLOS call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"];
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private _projectilePos = getPosASL _projectile;
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private _distanceFromLaunch = (_launchPos distance _projectilePos) + 10;
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private _flightTime = CBA_missionTime - _startTime;
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private _realYaw = _yaw + _yawChange * _flightTime;
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private _realPitch = _pitch + _pitchChange * _flightTime;
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private _returnTargetPos = _launchPos vectorAdd ([_distanceFromLaunch, _realYaw, _realPitch] call CBA_fnc_polar2vect);
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if (_attackProfile == QGVAR(overflyTopAttack)) then { // Add 2m height in OTA attack mode
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_returnTargetPos = _returnTargetPos vectorAdd [0,0,2];
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};
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#ifdef DRAW_NLAW_INFO
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,1,1], ASLtoAGL _launchPos, 0.75, 0.75, 0, "LAUNCH", 1, 0.025, "TahomaB"];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [0,1,1,1], ASLtoAGL (_launchPos vectorAdd (_startLOS vectorMultiply (_distanceFromLaunch + 50))), 0.75, 0.75, 0, "Original LOS", 1, 0.025, "TahomaB"];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,0,1], ASLtoAGL (_launchPos vectorAdd ([_distanceFromLaunch + 50, _realYaw, _realPitch] call CBA_fnc_polar2vect)), 0.75, 0.75, 0, format ["Predicted @%1sec",(floor(_flightTime * 10)/10)], 1, 0.025, "TahomaB"];
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drawLine3D [ASLtoAGL _launchPos, ASLtoAGL (_launchPos vectorAdd (_startLOS vectorMultiply (_distanceFromLaunch + 50))), [1,0,0,1]];
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drawLine3D [ASLtoAGL _launchPos, ASLtoAGL (_launchPos vectorAdd ([_distanceFromLaunch + 50, _realYaw, _realPitch] call CBA_fnc_polar2vect)), [1,1,0,1]];
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private _test = lineIntersectsSurfaces [_launchPos, _launchPos vectorAdd (_startLOS vectorMultiply 3000), player, _projectile];
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if ((count _test) > 0) then {
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private _posAGL = ASLtoAGL ((_test select 0) select 0);
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], _posAGL, 0.75, 0.75, 0, "Original Impact", 1, 0.025, "TahomaB"];
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};
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#endif
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// TRACE_1("Adjusted target position", _returnTargetPos);
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_returnTargetPos;
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