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https://github.com/acemod/ACE3.git
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49374feb2a
* NLAW Prototype * Make AI Compatible * Add Overfly Top Attack Mode * Limit Max Deflection * Base prediction on AI skill * Generic cycle attack profile key for missile guidance * Add hint for weapons without huds * Configure for attack cycle key * Finish OTA ammo effects * Cleanup * Arm at 20m * Disable Debug * No models for short lived sub-ammos * Fix Korean strings * Change AI randomization to use skillFinal * Add wiki doc for nlaw * Cleanup * Cleanup * Cleanup
82 lines
3.0 KiB
Plaintext
82 lines
3.0 KiB
Plaintext
/*
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* Author: PabstMirror
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* Handles the track key being held down.
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* Tracks change in direction of weapon and computes angle change per second.
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*
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* Arguments:
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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_nlaw_fnc_keyDown
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*
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* Public: No
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*/
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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TRACE_1("lock key down",GVAR(isLockKeyDown));
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if (!alive ACE_player) exitWith {};
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if (!([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith))) exitWith {};
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if (!(ACE_player call CBA_fnc_canUseWeapon)) exitWith {};
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if ((getNumber (configFile >> "CfgWeapons" >> (currentWeapon ACE_player) >> QGVAR(enabled))) == 0) exitWith {};
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if (GVAR(isLockKeyDown)) exitWith {ERROR("already running?");};
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GVAR(isLockKeyDown) = true;
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playSound "ACE_Sound_Click";
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// Get starting weapon dir
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((ACE_player weaponDirection (currentWeapon ACE_player)) call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"];
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[{
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params ["_args", "_pfID"];
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_args params ["_lastTime", "_lastYaw", "_lastPitch", "_initPhase"];
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if ((!alive ACE_player) ||
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{!([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith))} ||
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{!GVAR(isLockKeyDown)} ||
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{!(ACE_player call CBA_fnc_canUseWeapon)} ||
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{(getNumber (configFile >> "CfgWeapons" >> (currentWeapon ACE_player) >> QGVAR(enabled))) == 0})
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exitWith {
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TRACE_1("ending track",_pfID);
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[_pfID] call CBA_fnc_removePerFrameHandler;
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playSound "ACE_Sound_Click";
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[{ // reset gvars after a short delay
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TRACE_1("reset vars",_this);
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GVAR(yawChange) = 0;
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GVAR(pitchChange) = 0;
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}, [], 0.5] call CBA_fnc_waitAndExecute;
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};
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private _deltaT = CBA_missionTime - _lastTime;
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if (_deltaT == 0) exitWith {};
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if (_initPhase && {_deltaT < 0.75}) exitWith {};
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((ACE_player weaponDirection (currentWeapon ACE_player)) call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"];
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private _yawChange = ([_yaw - _lastYaw] call CBA_fnc_simplifyAngle180) / _deltaT;
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private _pitchChange = ([_pitch - _lastPitch] call CBA_fnc_simplifyAngle180) / _deltaT;
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if (_initPhase) then { // initial value will use first 0.75 seconds of input
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GVAR(yawChange) = _yawChange;
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GVAR(pitchChange) = _pitchChange;
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_args set [3, false];
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} else {
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// smoothing factor alpha - higher values will be more responsive to change, but also spike higher on jerky mouse movmeent
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private _alpha = _deltaT / 3;
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GVAR(yawChange) = (_yawChange * _alpha) + GVAR(yawChange) * (1 - _alpha);
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GVAR(pitchChange) = (_pitchChange * _alpha) + GVAR(pitchChange) * (1 - _alpha);
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};
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_args set [0, CBA_missionTime];
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_args set [1, _yaw];
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_args set [2, _pitch];
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#ifdef DEBUG_MODE_FULL
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hintSilent format ["Instantaneous\nYaw: %1\n Pitch: %2\nGVAR\nYaw: %3\nPitch: %4", _yawChange, _pitchChange, GVAR(yawChange), GVAR(pitchChange)];
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#endif
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}, .25, [CBA_missionTime, _yaw, _pitch, true]] call CBA_fnc_addPerFrameHandler;
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