ACE3/addons/dragon/functions/fnc_attackProfile_DRAGON.sqf
Brandon Danyluk abe2ce2f6f Implement M47 Dragon (#6773)
* abc

* Revert "abc"

This reverts commit bcb4214bd9.

* Update to current commit

* Ports over NouberNou's dragon guidance

* Add Dragon model

* Make the Dragon CSW capable

* Fix bugs regarding argument order

* Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust

* Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes

* Adjust model to reflect real-life one

* Add attackProfile and guidanceProfile onFired functions

* Change Dragon "onFired" to reflect missileGuidance changes

* Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics

* Add sight description

* Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area.

* Add feature wiki page.

* Fix picture issues

* Remove Dragon manual

* add missing semi-colon

* Tweak damage values. Fix formatting. Add lazy evaluation where applicable

* Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code

* Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges

* hpp newline fixes. Case sensitivity for model and rvmat references

* Update Wiki dependencies

* Revert "Update Wiki dependencies"

This reverts commit efc298c481.

* fix dependency component

* Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness

* get rid of the optic for the base dragon. fucking bi configs not making sense

* Lock non-useable dragon on initialization

* Add model.cfg for animations

* Fix formatting. Fix M47 Dragon Optic zoom

* Change LOD selection names

* Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease"

* Re-update indentation of model.cfg

* Path fix. Whitespace fix

* Sight attach/detach on same vehicle

* If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens

* disable debug

* Add EOF

* Maybe finally fix EOF problem
2019-06-07 23:48:37 -05:00

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#include "script_component.hpp"
/*
* Author: Brandon (TCVM) (Code inspired by NouberNou's Dragon Guidance)
* Attack profile: Dragon Guidance
*
* Arguments:
* 0: Seeker Target PosASL <ARRAY>
* 1: Guidance Arg Array <ARRAY>
* 2: Attack Profile State <ARRAY>
*
* Return Value:
* Missile Aim PosASL <ARRAY> - Unused
*
* Example:
* [[1,2,3], [], []] call ace_dragon_fnc_attackProfile_DRAGON;
*
* Public: No
*/
params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
_args params ["_firedEH", "", "", "", "_stateParams"];
_firedEH params ["_shooter","_weapon","","","","","_projectile"];
_attackProfileStateParams params ["_maxCorrectableDistance", "_wireCut", "_seekerMaxRangeSqr", "_seekerMinRangeSqr", "_wireCutSource", "_lastTime", "_serviceInterval", "_serviceChargeCount", "_serviceChargeAcceleration", "_dragonSpeed"];
private _projectilePos = getPosASL _projectile;
private _distanceToProjectile = (getPosASL _shooter) vectorDistanceSqr _projectilePos;
private _retPos = _projectilePos vectorAdd (AGLtoASL (_projectile vectorModelToWorld [0, 50, 0]));
// _shooter returns the vehicle that shot it. If the launcher dies, the wire would probably be cut so assume it
if ((_distanceToProjectile > _seekerMaxRangeSqr) || _wireCut || { !alive _shooter }) exitWith {
// wire snap, random direction
if (!_wireCut) then {
_attackProfileStateParams set [1, true];
playSound3D ["a3\sounds_f\air\sfx\SL_rope_break.wss", objNull, false, AGLtoASL (_shooter modelToWorld _wireCutSource), 150, 1, 25];
};
if (_serviceChargeCount > 0 && {(_lastTime - CBA_missionTime) <= 0}) then {
_attackProfileStateParams set [5, CBA_missionTime + 0.05 + random 0.1];
private _randomVector = [(random 2) - 1, random 1, (random 2) - 1];
_projectile setVelocityModelSpace ((velocityModelSpace _projectile) vectorAdd (_randomVector vectorMultiply _serviceChargeAcceleration));
private _charge = createVehicle [QGVAR(serviceCharge), [0, 0, 0], [], 0, "NONE"];
_charge setPosASL (_projectilePos vectorAdd ((_randomVector vectorMultiply -1) vectorMultiply 0.025));
_attackProfileStateParams set [7, _serviceChargeCount - 1];
};
_retPos
};
if (_distanceToProjectile <= _seekerMinRangeSqr || { _serviceChargeCount <= 0 } || { !(_shooter getVariable [QGVAR(sightAttached), true]) }) exitWith { _retPos };
// if the time between updates is less than the pop time we want to fire the rockets OR if the missile wants to make a major correction pop it rapidly
if (((_lastTime - CBA_missionTime) <= 0) || {(_lastTime - CBA_missionTime) < (_serviceInterval / 2) && (_projectilePos vectorDistance _seekerTargetPos > 1)}) then {
_attackProfileStateParams set [5, CBA_missionTime + _serviceInterval];
private _vectorToCrosshair = vectorNormalized (_projectile worldToModel (ASLToAGL _seekerTargetPos));
private _vectorToPos = vectorNormalized (((_projectile vectorWorldToModelVisual (_shooter weaponDirection _weapon)) vectorMultiply (_dragonSpeed * _serviceInterval)) vectorAdd (_vectorToCrosshair vectorMultiply _maxCorrectableDistance));
if ((_vectorToPos select 2) < 0) then {
_vectorToPos set [2, 0];
} else {
private _a = _vectorToPos select 1;
private _b = _vectorToPos select 2;
// The booster has some angle to it, so we introduce that axis if the angle is too low
if (abs(_a) > 0 && { abs(atan (_b / _a)) < DRAGON_BOOSTER_ANGLE }) then {
_vectorToPos set [2, abs(_a)];
};
};
_projectile setVelocityModelSpace ((velocityModelSpace _projectile) vectorAdd (_vectorToPos vectorMultiply _serviceChargeAcceleration));
private _charge = createVehicle [QGVAR(serviceCharge), [0, 0, 0], [], 0, "NONE"];
_charge setPosASL (_projectilePos vectorAdd ((_vectorToCrosshair vectorMultiply -1) vectorMultiply 0.025));
_attackProfileStateParams set [7, _serviceChargeCount - 1];
};
_retPos