ACE3/addons/hot/functions/fnc_attackProfile_WIRE.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)
* Attack profile: Wire guided
*
* Arguments:
* 0: Seeker Target PosASL <ARRAY>
* 1: Guidance Arg Array <ARRAY>
* 2: Attack Profile State <ARRAY>
*
* Return Value:
* Missile Aim PosASL <ARRAY>
*
* Example:
* [[1,2,3], [], []] call ace_hot_fnc_attackProfile_WIRE;
*
* Public: No
*/
params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
_args params ["_firedEH"];
_firedEH params ["_shooter","","","","","","_projectile"];
_attackProfileStateParams params["_maxCorrectableDistance", "_wireCut", "_randomVector", "_crosshairOffset", "_seekerMaxRangeSqr", "", "_wireCutSource"];
private _projectilePos = getPosASL _projectile;
if ((((getPosASL _shooter) vectorDistanceSqr _projectilePos) > _seekerMaxRangeSqr) || { _wireCut }) exitWith {
// wire snap, random direction
if (_randomVector isEqualTo [0, 0, 0]) then {
_randomVector = RANDOM_VECTOR_3D vectorMultiply 300;
_attackProfileStateParams set [1, true];
_attackProfileStateParams set [2, _randomVector];
playSound3D ["a3\sounds_f\air\sfx\SL_rope_break.wss", objNull, false, AGLtoASL (_shooter modelToWorld _wireCutSource), 150, 1, 25];
};
_projectilePos vectorAdd _randomVector
};
if (_seekerTargetPos isEqualTo [0, 0, 0]) exitWith {
// cut wire if its caught on terrain
/*if !(lineIntersectsSurfaces [getPosASL _shooter, _projectilePos, _shooter] isEqualTo []) then {
_attackProfileStateParams set [1, true];
};*/
// return position 50m infront of projectile
_projectilePos vectorAdd (_projectile vectorModelToWorld [0, 50, 0])
};
private _relativeCorrection = _projectile vectorWorldToModel (_projectilePos vectorDiff _seekerTargetPos);
_relativeCorrection = _relativeCorrection vectorDiff _crosshairOffset;
private _magnitude = vectorMagnitude [_relativeCorrection select 0, 0, _relativeCorrection select 2];
private _fovImpulse = 1 min (_magnitude / _maxCorrectableDistance); // the simulated impulse for the missile being close to the center of the crosshair
// Adjust the impulse due to near-zero values creating wobbly missiles?
private _correction = _fovImpulse;
_relativeCorrection = (vectorNormalized _relativeCorrection) vectorMultiply _correction;
_projectilePos vectorDiff (_projectile vectorModelToWorld _relativeCorrection);