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SACLOS and HOT Missiles #6708
SACLOS and HOT Missiles #6708
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This reverts commit bcb4214.
…le goes haywire. Fixed bug where HOT2/3 missiles weren't getting missile guidance
This looks promising. |
…ed string table. Tweaked missile dynamics
The new way to find the angle seems to work for every vehicle except for planes |
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In markdown files the headlines should have a blank line beneath them
### 1.2 Attack profiles | ||
The missile requires line of sight to the target at all times. Keep your crosshair on the target as the missile cruises toward it until impact. | ||
If you lose line of sight the missile will stop tracking toward your crosshair and will fly on its current trajectory. You can regain control if the missile re-enters line of sight. | ||
If the missile exceeds its maximum range the wire will snap and it will fly off in a random direction. |
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random
I hope it can do a full 180° and fly back towards the shooter ;)
It would make sense. But this change could be delayed for a next release. |
After how the code evolved, missile guidance would need some |
thank you for your contribution @TheCandianVendingMachine |
* abc * Revert "abc" This reverts commit bcb4214. * Update to current commit * Added HOT1 Missile and SACLOS/Wire guidance * Added all HOT variants. Added polish to code * Fixed bug with pylons * Changed how seeker angle is calculated. When the wire snaps the missile goes haywire. Fixed bug where HOT2/3 missiles weren't getting missile guidance * Replaced Wiesel FireFIST launcher with HOT Launcher * Remove debug defines * Tweak thrust * Fix formatting issues. Added true randomness. Added ACE prefixes. Added string table. Tweaked missile dynamics * Fix bug where attack profile correction was wrong due to magnitude always being 50. Add stringtable values for relevant strings. Added reload time to Wiesel ATGM. Added "onFired" to initialize values * Moved wire-snapping logic to attack profile * Missile flight dynamics tweaked * Add a crosshair offset. The missile sits in this offset relative to the crosshair * Add LOS checks. Fix bug where wire-cutting didnt work. * Tweak explosive range for a kill radius of ~20m. Add fragmentation * Add AI Flags * Person in control of missile may not be the shooter * Fix RPT spam on missile out of LOS. Tweak missile dynamics. Add wire break sound cue * Fix bug where missile didn't go to a fake target in front of it when out of LOS * Use a better, more generic way to calculate direction camera is facing * Use ACE Macros for frag values. Get config entry with CBA * Add Wiki entry * Add new lines to wiki. Allow for SQF expressions in config for maxCorrectableDistance * Add CPP code tag * Fix wiki grammer error * Re-convert back to CBA_fnc_getConfigEntry * UAV Gunner support, cleanup * Fix bug where SACLOS for launcher guided weapons was off * Add the ability to define how far ahead of the missile the attack profile will seek toward
When merged this pull request will:
The system works by calculating the weapons direction and multiplying that by the projectiles distance. This creates an "aim point" in front of the missile that represents the cross-hair.
In the attack profile the missile calculates the equivalent to what the real systems electronic impulse would be, and off of that it adjusts itself to move toward the simulated cross-hair. Eventually the missile will be able to slow its movement enough so that it stays on the cross-hair for the duration of the flight
Features:
SACLOS system
HOT 1/2/3 Missiles
Wiesel AWC (ATGM) converted to carry HOT Missiles
Addition of HOT missile pylons for helicopters
Wire snapping when missile goes out of range
Overview of system: https://youtu.be/P_m86USv0V0
Helicopter Firing: https://youtu.be/nwwnVtKyJyg
Reference Video: https://youtu.be/7bzHFioJbrc