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64 lines
2.7 KiB
Plaintext
64 lines
2.7 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Dani (TCVM)
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* Attack profile: Wire guided
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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_WIRE;
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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) || { _wireCut }) exitWith {
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// wire snap, random direction
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if (_randomVector isEqualTo [0, 0, 0]) then {
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_randomVector = RANDOM_VECTOR_3D vectorMultiply 300;
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_attackProfileStateParams set [1, true];
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_attackProfileStateParams set [2, _randomVector];
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playSound3D ["a3\sounds_f\air\sfx\SL_rope_break.wss", objNull, false, AGLtoASL (_shooter modelToWorld _wireCutSource), 5, 1, 150];
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};
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_projectilePos vectorAdd _randomVector
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};
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if (_seekerTargetPos isEqualTo [0, 0, 0] || { _distanceToProjectile < _seekerMinRangeSqr }) exitWith {
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// cut wire if its caught on terrain
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/*if (lineIntersectsSurfaces [getPosASL _shooter, _projectilePos, _shooter] isNotEqualTo []) then {
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_attackProfileStateParams set [1, true];
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};*/
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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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