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https://github.com/acemod/ACE3.git
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a5a8b5387a
* Initial Commit * Use DIK Codes * Update headers and dev code for new default frequency ---------
80 lines
3.5 KiB
Plaintext
80 lines
3.5 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: ACE-Team
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*
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*
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* Argument:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_laser_fnc_dev_drawVisibleLaserTargets
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*
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* Public: No
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*/
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// Dev Debug Function
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// Displays lasers and attempts to lock on to codes 1111 and 1688 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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// 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 = _seekerVehicle modelToWorldVisualWorld [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, 10000, [ACE_DEFAULT_LASER_WAVELENGTH, ACE_DEFAULT_LASER_WAVELENGTH], _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, ACE_DEFAULT_LASER_CODE]; // Scan at codes 1111 and 1688
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// Draw all lasers
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{
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//IGNORE_PRIVATE_WARNING ["_x", "_y];
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// TRACE_2("",_x,_y);
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_y 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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(_y 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 = _obj modelToWorldVisualWorld _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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} forEach GVAR(laserEmitters);
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