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https://github.com/acemod/ACE3.git
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125 lines
4.4 KiB
Plaintext
125 lines
4.4 KiB
Plaintext
//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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//TRACE_1("enter", _this);
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#define __TRACKINTERVAL 0.1 // how frequent the check should be.
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#define __LOCKONTIME 1.85 // Lock on won't occur sooner
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#define __LOCKONTIMERANDOM 0.3 // Deviation in lock on time
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#define __SENSORSQUARE 1 // Locking on sensor square side in angles
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private["_args", "_lastTick", "_runTime", "_soundTime", "_lockTime", "_newTarget", "_currentTarget", "_range", "_pos", "_targetArray"];
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// Reset arguments if we havnt rendered in over a second
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_args = uiNamespace getVariable[QGVAR(arguments), [] ];
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if( (count _args) > 0) then {
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_lastTick = _args select 0;
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if(diag_tickTime - _lastTick > 1) then {
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[] call FUNC(onOpticLoad);
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};
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};
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// Pull the arguments
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_currentTarget = _args select 1;
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_runTime = _args select 2;
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_lockTime = _args select 3;
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_soundTime = _args select 4;
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// Find a target within the optic range
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_newTarget = objNull;
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// Bail on fast movement
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if ((velocity ACE_player) distance [0,0,0] > 0.5 && {cameraView == "GUNNER"} && {cameraOn == ACE_player}) exitWith { // keep it steady.
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ACE_player switchCamera "INTERNAL";
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};
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// Refresh the firemode
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[] call FUNC(showFireMode);
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// Only start locking on holding tab
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if(!GVAR(isLockKeyDown)) exitWith { false };
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_range = parseNumber (ctrlText __JavelinIGUIRangefinder);
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if (_range > 50 && {_range < 2500}) then {
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_pos = positionCameraToWorld [0,0,_range];
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_targetArray = _pos nearEntities ["AllVehicles", _range/25];
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if (count (_targetArray) > 0) then {
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_newTarget = _targetArray select 0;
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};
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};
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if (isNull _newTarget) then {
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_newTarget = cursorTarget;
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};
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if (isNull _newTarget) then {
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// No targets found
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_currentTarget = objNull;
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_lockTime = 0;
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__JavelinIGUISeek ctrlSetTextColor __ColorGray;
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__JavelinIGUINFOV ctrlSetTextColor __ColorGreen;
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__JavelinIGUITargetingConstrains ctrlShow false;
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__JavelinIGUITargetingGate ctrlShow false;
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__JavelinIGUITargetingLines ctrlShow false;
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ACE_player setVariable ["ace_missileguidance_target",nil, false];
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// Disallow fire
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//if (ACE_player ammo "Javelin" > 0 || {ACE_player ammo "ACE_Javelin_Direct" > 0}) then {ACE_player setWeaponReloadingTime //[player, "Javelin", 0.2];};
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} else {
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if (_newTarget distance ACE_player < 2500
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// && {(call CBA_fnc_getFoV) select 1 > 7}
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// && { (currentVisionMode ACE_player == 2)}
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) then {
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// Lock on after 3 seconds
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if(_currentTarget != _newTarget) then {
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TRACE_1("New Target, reseting locking", _newTarget);
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_lockTime = diag_tickTime;
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_currentTarget = _newTarget;
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playSound "ACE_Javelin_Locking";
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} else {
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if(diag_tickTime - _lockTime > 3) then {
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TRACE_2("LOCKED!", _currentTarget, _lockTime);
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__JavelinIGUISeek ctrlSetTextColor __ColorGreen;
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__JavelinIGUINFOV ctrlSetTextColor __ColorNull;
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__JavelinIGUITargetingConstrains ctrlShow true;
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ACE_player setVariable["ace_missileguidance_target", _currentTarget, false];
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if(diag_tickTime > _soundTime) then {
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playSound "ACE_Javelin_Locked";
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_soundTime = diag_tickTime + 0.25;
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};
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} else {
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if(diag_tickTime > _soundTime) then {
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playSound "ACE_Javelin_Locking";
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_soundTime = diag_tickTime + 0.25;
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};
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};
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};
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} else {
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// Something is wrong with our seek
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_currentTarget = objNull;
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__JavelinIGUISeek ctrlSetTextColor __ColorGray;
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__JavelinIGUINFOV ctrlSetTextColor __ColorGray;
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__JavelinIGUITargetingConstrains ctrlShow false;
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__JavelinIGUITargetingGate ctrlShow false;
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__JavelinIGUITargetingLines ctrlShow false;
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ACE_player setVariable ["ace_missileguidance_target",nil, false];
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};
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};
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//TRACE_2("", _newTarget, _currentTarget);
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// Save arguments for next run
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_args set[0, diag_tickTime];
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_args set[1, _currentTarget];
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_args set[2, _runTime];
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_args set[3, _lockTime];
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_args set[4, _soundTime];
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uiNamespace setVariable[QGVAR(arguments), _args ]; |