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https://github.com/acemod/ACE3.git
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ec64a1b0ca
Changed: DAGR deflection refinement Clean up of tabs
249 lines
10 KiB
Plaintext
249 lines
10 KiB
Plaintext
//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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FUNC(guidance_Hellfire_LOAL_HI_PFH) = {
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//TRACE_1("enter", _this);
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_args = _this select 0;
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//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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_shooter = _args select 0;
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_missile = _args select 6;
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_curVelocity = velocity _missile;
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if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
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if(isNil "_launchPos") then {
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TRACE_1("Setting launch parameters", "");
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_launchPos = getPosASL _shooter;
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_shooter setVariable [QGVAR(launchPos), _launchPos, false];
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_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
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};
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_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace_laser_fnc_findLaserDesignator;
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_addHeight = [0,0,0];
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if((_targets select 0)) then {
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_target = _targets select 1;
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TRACE_2("Targets", _target, _targets);
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_yVec = vectorDir _missile;
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_zVec = vectorUp _missile;
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_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
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_missilePos = getPosASL _missile;
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// player sideChat "G!";
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_targetPos = getPosASL _target;
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TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
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if((count _targetPos) > 0) then {
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_distanceToTarget = _missilePos vectorDistance _targetPos;
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_defPitch = 0.05;
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if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
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_addHeight = [0,0,(_targetPos select 2) + ((_launchPos distance _targetPos)*2)];
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TRACE_1("Climb phase", _addHeight);
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//_defPitch = 0.1;
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} else {
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// Covered half the distance, go terminal
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if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
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TRACE_1("TERMINAL", "");
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} else {
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if((_missilePos select 2) > (_targetPos select 2)) then {
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_heightDiff = (_missilePos select 2) - (_targetPos select 2);
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TRACE_1("Coasting", _heightDiff);
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_addHeight = [0,0, _heightDiff];
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};
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};
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};
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_targetPos = _targetPos vectorAdd _addHeight;
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_defYaw = 0.0035;
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_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
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_yaw = 0.0;
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if((_targetVectorSeeker select 0) < 0) then {
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_yaw = -_defYaw;
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} else {
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if((_targetVectorSeeker select 0) > 0) then {
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_yaw = _defYaw;
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};
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};
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_pitch = 0.0;
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if((_targetVectorSeeker select 2) < 0) then {
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_pitch = -_defPitch;
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} else {
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if((_targetVectorSeeker select 2) > 0) then {
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_pitch = _defPitch;
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};
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};
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#ifdef DEBUG_MODE_FULL
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drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
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_light = "#lightpoint" createVehicleLocal (getPos _missile);
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_light setLightBrightness 1.0;
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_light setLightAmbient [1.0, 0.0, 0.0];
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_light setLightColor [1.0, 0.0, 0.0];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _missilePos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
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drawLine3D [ASLtoATL _missilePos, ASLtoATL _targetPos, [1,0,0,1]];
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_distance = ([getPos startPos, _missilePos] call BIS_fnc_distance2D);
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_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _missilePos select 2]];
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_marker setMarkerTypeLocal "mil_dot";
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_marker setMarkerColorLocal "ColorRed";
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MARKERCOUNT = MARKERCOUNT + 1;
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#endif
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if(accTime > 0) then {
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_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
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_vectorTo = _missilePos vectorFromTo _outVector;
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_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
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};
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#ifdef DEBUG_MODE_FULL
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hintSilent format["d: %1", _distanceToTarget];
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#endif
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};
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};
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};
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FUNC(guidance_Hellfire_LOAL_DIR_PFH) = {
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//TRACE_1("enter", _this);
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_args = _this select 0;
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//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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_shooter = _args select 0;
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_missile = _args select 6;
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_curVelocity = velocity _missile;
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if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
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if(isNil "_launchPos") then {
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TRACE_1("Setting launch parameters", "");
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_launchPos = getPosASL _shooter;
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_shooter setVariable [QGVAR(launchPos), _launchPos, false];
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_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
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};
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_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace__laser_fnc_findLaserDesignator;
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_addHeight = [0,0,0];
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if((_targets select 0)) then {
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_target = _targets select 1;
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TRACE_2("Targets", _target, _targets);
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_yVec = vectorDir _missile;
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_zVec = vectorUp _missile;
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_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
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_missilePos = getPosASL _missile;
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// player sideChat "G!";
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_targetPos = getPosASL _target;
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TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
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if((count _targetPos) > 0) then {
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_distanceToTarget = _missilePos vectorDistance _targetPos;
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if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
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_addHeight = [0,0,(_targetPos select 2) + (_missilePos distance _targetPos)*0.5];
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TRACE_1("Climb phase", _addHeight);
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} else {
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// Covered half the distance, go terminal
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if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
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TRACE_1("TERMINAL", "");
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} else {
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if((_missilePos select 2) > (_targetPos select 2)) then {
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_heightDiff = (_missilePos select 2) - (_targetPos select 2);
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TRACE_1("Coasting", _heightDiff);
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_addHeight = [0,0, _heightDiff];
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};
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};
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};
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_targetPos = _targetPos vectorAdd _addHeight;
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_defYaw = 0.0035;
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_defPitch = 0.0075;
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_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
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_yaw = 0.0;
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if((_targetVectorSeeker select 0) < 0) then {
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_yaw = -_defYaw;
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} else {
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if((_targetVectorSeeker select 0) > 0) then {
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_yaw = _defYaw;
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};
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};
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_pitch = 0.0;
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if((_targetVectorSeeker select 2) < 0) then {
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_pitch = -_defPitch;
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} else {
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if((_targetVectorSeeker select 2) > 0) then {
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_pitch = _defPitch;
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};
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};
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#ifdef DEBUG_MODE_FULL
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drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
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_light = "#lightpoint" createVehicleLocal (getPos _missile);
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_light setLightBrightness 1.0;
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_light setLightAmbient [1.0, 0.0, 0.0];
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_light setLightColor [1.0, 0.0, 0.0];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _missilePos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
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drawLine3D [ASLtoATL _missilePos, ASLtoATL _targetPos, [1,0,0,1]];
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_distance = ([getPos startPos, _missilePos] call BIS_fnc_distance2D);
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_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _missilePos select 2]];
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_marker setMarkerTypeLocal "mil_dot";
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_marker setMarkerColorLocal "ColorRed";
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MARKERCOUNT = MARKERCOUNT + 1;
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#endif
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if(accTime > 0) then {
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_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
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_vectorTo = _missilePos vectorFromTo _outVector;
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_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
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};
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#ifdef DEBUG_MODE_FULL
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hintSilent format["d: %1", _distanceToTarget];
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#endif
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};
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};
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};
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FUNC(guidance_Hellfire_LOAL_HI) = {
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PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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GVAR(lastTime) = time;
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[FUNC(guidance_Hellfire_LOAL_HI_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
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};
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FUNC(guidance_Hellfire_LOAL_DIR) = {
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PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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GVAR(lastTime) = time;
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[FUNC(guidance_Hellfire_LOAL_DIR_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
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};
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PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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_fireMode = _shooter getVariable ["ACE_FIRE_SELECTION", ACE_DEFAULT_FIRE_SELECTION];
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switch (_fireMode select 0) do {
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// Default to FIREMODE_DIRECT_LOAL
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// FIREMODE_DIRECT_LOAL
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default {
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LOG("Initiating Hellfire II FIREMODE_LOAL_DIR");
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_this call FUNC(guidance_Hellfire_LOAL_HI);
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};
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}; |