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742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
60 lines
2.0 KiB
Plaintext
60 lines
2.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: jaynus / nou
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* Attack profile: Linear (used by DAGR)
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*
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* Arguments:
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* 0: Seeker Target PosASL <ARRAY>
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* 1: Guidance Arg Array <ARRAY>
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* 2: Attack Profile State <ARRAY>
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*
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* Return Value:
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* Missile Aim PosASL <ARRAY>
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*
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* Example:
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* [[1,2,3], [], []] call ace_missileguidance_fnc_attackProfile_LIN;
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*
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* Public: No
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*/
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params ["_seekerTargetPos", "_args"];
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_args params ["_firedEH"];
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_firedEH params ["_shooter","","","","","","_projectile"];
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if (_seekerTargetPos isEqualTo [0,0,0]) exitWith {_seekerTargetPos};
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private _shooterPos = getPosASL _shooter;
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private _projectilePos = getPosASL _projectile;
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private _distanceToTarget = _projectilePos vectorDistance _seekerTargetPos;
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private _distanceToShooter = _projectilePos vectorDistance _shooterPos;
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private _distanceShooterToTarget = _shooterPos vectorDistance _seekerTargetPos;
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TRACE_2("", _distanceToTarget, _distanceToShooter);
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// Add height depending on distance for compensate
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private _addHeight = [0,0,0];
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// Always climb an arc on initial launch if we are close to the round
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if ((((ASLtoAGL _projectilePos) select 2) < 5) && {_distanceToShooter < 15}) then {
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_addHeight = _addHeight vectorAdd [0,0,_distanceToTarget];
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TRACE_1("climb - near shooter",_addHeight);
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} else {
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// If we are below the target, increase the climbing arc
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if (((_projectilePos select 2) < (_seekerTargetPos select 2)) && {_distanceToTarget > 100}) then {
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_addHeight = _addHeight vectorAdd [0,0, ((_seekerTargetPos select 2) - (_projectilePos select 2))];
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TRACE_1("climb - below target and far",_addHeight);
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};
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};
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// Projectile above target
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if ((_projectilePos select 2) > (_seekerTargetPos select 2)) then {
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TRACE_1("above - far",_addHeight);
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_addHeight = _addHeight vectorAdd [0,0, _distanceToTarget / 50];
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};
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private _returnTargetPos = _seekerTargetPos vectorAdd _addHeight;
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TRACE_2("Adjusted target position",_returnTargetPos,_addHeight);
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_returnTargetPos;
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