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Missile Guidance - Add Copperhead M712 #8210

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Missile Guidance - Add Copperhead M712 #8210

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PabstMirror
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@PabstMirror PabstMirror commented Apr 16, 2021

Laser guided artillery round

  • Can configure flight params via 3d object (wouldn't it be neat if certain radio mods allowed this)

Adds capability to missile guidance:

  • Conditionally trigger a sub-munition (in this case it's launched as a shell and only extends wings at a pre-determined time, which triggers the original ammo and then continues the guidance on the new ammo object)
  • Optionally use vanilla deflection via setMissileTargetPos

ToDo:

  • Testing
  • Localization
  • Warhead stuff (it's a small shaped charge, probably reduce size of explosion)
  • Tweak attack profile
  • Documentation

Hoping to use some of this as a basis for more clgp/gravity bombs

@BrettMayson BrettMayson changed the title WIP: Add Copperhead M712 Missile Guidance - Add Copperhead M712 Oct 16, 2023
@BrettMayson BrettMayson marked this pull request as draft October 16, 2023 06:51
@jonpas
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jonpas commented Oct 26, 2023

(wouldn't it be neat if certain radio mods allowed this)

Absolutely, where is the PR!? 😂

addons/clgp/functions/fnc_copperhead_uiCreate.sqf Outdated Show resolved Hide resolved
// If we didn't get a target, try to fall back on tab locking
if (isNil "_target") then {
if (!isPlayer _shooter) then {
// This was an AI shot, lets still guide it on the AI target
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Suggested change
// This was an AI shot, lets still guide it on the AI target
// This was an AI shot, let's still guide it on the AI target

// Array for seek last target position
private _seekLastTargetPos = (getNumber ( _config >> "seekLastTargetPos")) == 1;
private _lastKnownPosState = [_seekLastTargetPos];
if (_seekLastTargetPos && {!isNil "_target"}) then {
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Surely the lazy eval doesn't save anything with such a cheap check (on another var, no less) ?

Suggested change
if (_seekLastTargetPos && {!isNil "_target"}) then {
if (_seekLastTargetPos && !isNil "_target") then {

Comment on lines 87 to 107
[ _shooter,
[_target, _targetPos, _launchPos],
_seekerType,
_attackProfile,
_lockMode,
_laserInfo
],
[
getNumber ( _config >> "minDeflection" ),
getNumber ( _config >> "maxDeflection" ),
getNumber ( _config >> "incDeflection" ), // not used?
1 == getNumber ( _config >> "useVanillaDeflection" )
],
[
getNumber ( _config >> "seekerAngle" ),
getNumber ( _config >> "seekerAccuracy" ),
getNumber ( _config >> "seekerMaxRange" ),
getNumber ( _config >> "seekerMinRange" )
],
[ diag_tickTime, [], [], _lastKnownPosState ]
];
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[ _shooter,
[_target, _targetPos, _launchPos],
_seekerType,
_attackProfile,
_lockMode,
_laserInfo
],
[
getNumber ( _config >> "minDeflection" ),
getNumber ( _config >> "maxDeflection" ),
getNumber ( _config >> "incDeflection" ), // not used?
1 == getNumber ( _config >> "useVanillaDeflection" )
],
[
getNumber ( _config >> "seekerAngle" ),
getNumber ( _config >> "seekerAccuracy" ),
getNumber ( _config >> "seekerMaxRange" ),
getNumber ( _config >> "seekerMinRange" )
],
[ diag_tickTime, [], [], _lastKnownPosState ]
];
[ _shooter,
[_target, _targetPos, _launchPos],
_seekerType,
_attackProfile,
_lockMode,
_laserInfo
],
[
getNumber ( _config >> "minDeflection" ),
getNumber ( _config >> "maxDeflection" ),
getNumber ( _config >> "incDeflection" ), // not used?
1 == getNumber ( _config >> "useVanillaDeflection" )
],
[
getNumber ( _config >> "seekerAngle" ),
getNumber ( _config >> "seekerAccuracy" ),
getNumber ( _config >> "seekerMaxRange" ),
getNumber ( _config >> "seekerMinRange" )
],
[ diag_tickTime, [], [], _lastKnownPosState ]
];

private _vehicle = _display getVariable "vehicle";
private _settings = _display getVariable "settings";
TRACE_3("Unload",_exitCode,_vehicle,_settings);
if ((!alive _vehicle) || {_settings isEqualTo []}) exitWith { ERROR_2("unloaded with bad input %1-%2",_vehicle,_settings); };
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Surely the lazy eval doesn't save anything with such a cheap check ?

Suggested change
if ((!alive _vehicle) || {_settings isEqualTo []}) exitWith { ERROR_2("unloaded with bad input %1-%2",_vehicle,_settings); };
if ((!alive _vehicle) || _settings isEqualTo []) exitWith { ERROR_2("unloaded with bad input %1-%2",_vehicle,_settings); };

Comment on lines +23 to +28
&& {alive _vehicle}
&& {
private _hasCopperheadAmmo = false;
{
_x params ["_xMag", "_xTurret", "_xAmmo"];
if ((_xTurret isEqualTo [0]) && {_xAmmo > 0} && {_xMag == "ace_1rnd_155mm_m712"}) exitWith {
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Surely the lazy eval don't save anything with such cheap checks ?

Suggested change
&& {alive _vehicle}
&& {
private _hasCopperheadAmmo = false;
{
_x params ["_xMag", "_xTurret", "_xAmmo"];
if ((_xTurret isEqualTo [0]) && {_xAmmo > 0} && {_xMag == "ace_1rnd_155mm_m712"}) exitWith {
&& alive _vehicle
&& {
private _hasCopperheadAmmo = false;
{
_x params ["_xMag", "_xTurret", "_xAmmo"];
if ((_xTurret isEqualTo [0]) && _xAmmo > 0 && {_xMag == "ace_1rnd_155mm_m712"}) exitWith {

if (_seekerTargetPos isEqualTo [0,0,0]) then {
// no target
_aimASL = _projectilePos vectorAdd _projectileVelocity;
if (_isFalling && {!_trajectoryBallistic}) then {
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Surely the lazy eval doesn't save anything with such a cheap check ?

Suggested change
if (_isFalling && {!_trajectoryBallistic}) then {
if (_isFalling && !_trajectoryBallistic) then {

["turret", {
params ["_player", "_turret"];
private _veh = vehicle _player;
if (currentWeapon _veh == "mortar_155mm_AMOS") then {
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Suggested change
if (currentWeapon _veh == "mortar_155mm_AMOS") then {
if (currentWeapon _veh isEqualTo "mortar_155mm_AMOS") then {

If currentWeapon always returns the correct casing.

TRACE_3("turret",_player,_turret,typeOf vehicle _player);
if (_turret isNotEqualTo [0]) exitWith {};
private _vehicle = vehicle _player;
if ((!alive _player) || {!alive _vehicle} || {_vehicle getVariable [QGVAR(copperhead_actionHandled), false]}) exitWith { TRACE_1("exit",_vehicle); };
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Surely the lazy eval doesn't save anything with such a cheap check ?

Suggested change
if ((!alive _player) || {!alive _vehicle} || {_vehicle getVariable [QGVAR(copperhead_actionHandled), false]}) exitWith { TRACE_1("exit",_vehicle); };
if ((!alive _player) || !alive _vehicle || {_vehicle getVariable [QGVAR(copperhead_actionHandled), false]}) exitWith { TRACE_1("exit",_vehicle); };

// Changing path without active feedback causes problems on current missile guidance
// probably due to poor vector change in ace_missileguidance_fnc_guidancePFH, disable for now
private _trajectoryShaped = false;
// private _trajectoryShaped = _trajectorySetting >= 3; // 1-2 is ballisitic, 3-8 is shaped
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Suggested change
// private _trajectoryShaped = _trajectorySetting >= 3; // 1-2 is ballisitic, 3-8 is shaped
// private _trajectoryShaped = _trajectorySetting >= 3; // 1-2 is ballistic, 3-8 is shaped

@@ -0,0 +1,12 @@
#define COMPONENT clgp
#define COMPONENT_BEAUTIFIED Cannon Launched Guided Projectiles
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Suggested change
#define COMPONENT_BEAUTIFIED Cannon Launched Guided Projectiles
#define COMPONENT_BEAUTIFIED Cannon-Launched Guided Projectiles

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3 participants