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* abc * Revert "abc" This reverts commitbcb4214bd9
. * 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 commitefc298c481
. * 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
47 lines
1.8 KiB
Plaintext
47 lines
1.8 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Brandon (TCVM)
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* Sets up wireGuided state arrays (called from missileGuidance's onFired).
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*
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* Arguments:
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* Guidance Arg Array <ARRAY>
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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_hot_fnc_wire_onFired
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*
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* Public: No
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*/
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params ["_firedEH", "", "", "_seekerParams", "_stateParams"];
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_firedEH params ["_shooter","_weapon","","","","","_projectile", "_gunner"];
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_stateParams params ["", "", "_attackProfileStateParams"];
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_seekerParams params ["", "", "_seekerMaxRange", "_seekerMinRange"];
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private _config = ([_projectile] call CBA_fnc_getObjectConfig) >> "ace_missileguidance";
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private _maxCorrectableDistance = [_config >> "correctionDistance", "NUMBER", DEFAULT_CORRECTION_DISTANCE] call CBA_fnc_getConfigEntry;
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private _maxDistanceSqr = _seekerMaxRange * _seekerMaxRange;
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private _minDistanceSqr = _seekerMinRange * _seekerMinRange;
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// AI don't know how to use the crosshair offset becauze they dum dum
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_crosshairOffset = if ((_gunner != ACE_PLAYER) && {_gunner != (ACE_controlledUAV select 1)}) then {
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[0, 0, 0];
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} else {
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[_config >> "offsetFromCrosshair", "ARRAY", [0, 0, 0]] call CBA_fnc_getConfigEntry
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};
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private _turretPath = [_shooter, _weapon] call CBA_fnc_turretPathWeapon;
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private _turretConfig = [_shooter, _turretPath] call CBA_fnc_getTurret;
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private _wireCutSource = _shooter selectionPosition getText(_turretConfig >> "missileEnd");
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_attackProfileStateParams set [0, _maxCorrectableDistance];
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_attackProfileStateParams set [1, false]; // _wireCut
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_attackProfileStateParams set [2, [0, 0, 0]]; // _randomVector
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_attackProfileStateParams set [3, _crosshairOffset]; // crosshair offset
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_attackProfileStateParams set [4, _maxDistanceSqr]; // max distance squared used for wire cut
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_attackProfileStateParams set [5, _minDistanceSqr];
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_attackProfileStateParams set [6, _wireCutSource];
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