change root level folder name to framework, update resupply+vehicleflags
tested locally
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101
framework/ambience/fn_flakEH.sqf
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101
framework/ambience/fn_flakEH.sqf
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@@ -0,0 +1,101 @@
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params [
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["_event", [], []],
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["_maximumDistance", 2000, [0]],
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["_minimumAltitude", 0, [0]],
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["_primaryTurret", 0, [0]],
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["_fullAmmoCount", 2000, [0]],
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["_flakRoundsEvery", 2, [0]],
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["_speedDispersion", 20, [0]],
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["_distanceDispersion", 30, [0]]
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];
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// diag_log "[MILSIM] (ambience) flakEH running";
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// diag_log text format["[MILSIM] (ambience) flakEH event: %1", _event];
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_unit = _event select 0;
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// diag_log text format["[MILSIM] (ambience) flahEH vehicle: %1", _unit];
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_projectile = _event select 6;
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// diag_log text format["[MILSIM] (ambience) flakEH projectile in flight: %1", _projectile];
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deleteVehicle _projectile;
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// diag_log text "[MILSIM] (ambience) flakEH projectile deleted");
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// diag_log text format["[MILSIM] (ambience) flakEH primary turret: %1", _unit weaponsTurret [0] select _primaryTurret];
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_weapon = _unit weaponsTurret [0] select _primaryTurret;
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_munitionConversionRate = _fullAmmoCount - _flakRoundsEvery;
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// diag_log text format["[MILSIM] (ambience) flakEH munition count: %1", _unit ammo _weapon];
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// diag_log text format["[MILSIM] (ambience) flakEH munition replacement at: %1", _munitionConversionRate];
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if (_unit ammo _weapon < _munitionConversionRate) then {
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_unit setAmmo [_weapon, _fullAmmoCount];
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// diag_log text format["[MILSIM] (ambience) flakEH replacing ammo count to: %1", _fullAmmoCount];
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_targetPosition = [];
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_target = 0;
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if (isPlayer (assignedGunner _unit)) then {
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_target = cursorTarget;
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if (_unit distance _target < _maximumDistance) then {
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_targetPosition = getPos _target;
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};
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} else {
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_possibleTargets = _unit nearTargets _maximumDistance;
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diag_log text format["ai has %1 possible targetting solutions", count _possibleTargets];
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if ((count _possibleTargets) > 0) then {
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_i = 0;
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_hold = 0;
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{
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_i = _unit aimedAtTarget [_x select 4, _weapon];
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if (_i > _hold && (_x select 3) > 0) then {
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_target = _x select 4;
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diag_log text format["setting target to %1", _target];
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_targetPosition = _x select 0;
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_hold = _i;
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};
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} forEach _possibleTargets;
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};
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};
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// diag_log text format["[MILSIM] (ambience) flakEH target coordinates: %1", _targetPosition];
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if ((count _targetPosition) > 0) then {
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// diag_log text "[MILSIM] (ambience) flakEH calculating new projectile placement";
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_targetX = _targetPosition select 0;
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_targetY = _targetPosition select 1;
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_targetZ = _targetPosition select 2;
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// diag_log text format["[MILSIM] (ambience) flakEH checking target altitude: %1", _targetZ];
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if (_targetZ > _minimumAltitude) then {
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// diag_log text "[MILSIM] (ambience) flakEH target is above minimum height, proceeding";
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if !(lineIntersects [getPos _unit, _targetPosition, _unit, _target]) then {
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// diag_log text "[MILSIM] (ambience) flakEH intersection calculated";
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_flakDistance = ((speed _target * 0.8) * (_speedDispersion / 100)) + ((_unit distance _target) * (_distanceDispersion / 500));
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_distanceX = ((random (_flakDistance * 2)) - _flakDistance) + _targetX;
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_distanceY = ((random (_flakDistance * 2)) - _flakDistance) + _targetY;
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_distanceZ = ((random (_flakDistance * 2)) - _flakDistance) + _targetZ;
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// diag_log text format["[MILSIM] (ambience) flakEH target is distance: %1 / distance2D %2 from me, creating munition distance %3, distance2D %4 from me", _unit distance _targetPosition, _unit distance2D _targetPosition, _unit distance [_distanceX, _distanceY, _distanceZ], _unit distance2D [_distanceX, _distanceY, _distanceZ]];
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_flak = createVehicle ["SmallSecondary", [_distanceX, _distanceY, _distanceZ], [], 0, "CAN_COLLIDE"];
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};
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};
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};
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};
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