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https://github.com/acemod/ACE3.git
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ab6fc8efca
* 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
33 lines
908 B
C++
33 lines
908 B
C++
class CfgVehicles {
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class All;
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class LaserTarget: All {
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// @TODO: Changing the model and simulation hides it, but THEN IT DOESNT SPAWN WTF!?
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// model = "\A3\Weapons_F\empty.p3d";
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class EventHandlers {
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class ADDON {
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init = QUOTE(_this call FUNC(handleLaserTargetCreation));
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};
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};
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};
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// laserTarget fails if the turret does not have "primaryGunner" config
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// This only effects the indfor strider who's commander is not the primaryGunner
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class LandVehicle;
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class Car: LandVehicle {
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class NewTurret;
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};
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class Car_F: Car {
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class Turrets {
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class MainTurret: NewTurret {};
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};
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};
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class MRAP_03_base_F: Car_F {
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class Turrets: Turrets {
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class CommanderTurret: MainTurret {
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primaryGunner = 1;
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};
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};
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};
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};
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