ACE3/addons/laser/CfgVehicles.hpp
Nicolás Badano ab6fc8efca Laser guidance for all designators (#3308)
* Fix laser and missileguidance over water

* Return a normalized vector in EFUNC(common,getTurretDirection)

* Make laser dispersion simulation optional, default off

* Prototype for ace_laser_designate

* Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate

* Simplify laser into one module

Rewrite large parts of laser
Merge laser_designate
Delete lase_selfDesignate

* Cleanup missile guidance

* Headers, fix laser over water

* Cleanup

* Test

* Change setting to scalar, more cleanup

* Add seeker debug drawing
2016-10-08 12:55:30 +02:00

33 lines
908 B
C++

class CfgVehicles {
class All;
class LaserTarget: All {
// @TODO: Changing the model and simulation hides it, but THEN IT DOESNT SPAWN WTF!?
// model = "\A3\Weapons_F\empty.p3d";
class EventHandlers {
class ADDON {
init = QUOTE(_this call FUNC(handleLaserTargetCreation));
};
};
};
// laserTarget fails if the turret does not have "primaryGunner" config
// This only effects the indfor strider who's commander is not the primaryGunner
class LandVehicle;
class Car: LandVehicle {
class NewTurret;
};
class Car_F: Car {
class Turrets {
class MainTurret: NewTurret {};
};
};
class MRAP_03_base_F: Car_F {
class Turrets: Turrets {
class CommanderTurret: MainTurret {
primaryGunner = 1;
};
};
};
};