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Missile Guidance - Fix attack profile and laser code variable

Open tbeswick96 opened this issue 3 years ago • 3 comments

When merged this pull request will:

  • Use proper source for attack profile and laser code (both set on vehicle, currently retrieved from player)
  • Don't use E variant macros inside laser for own variables and functions
  • Check list of remote targets for the locked target as one of the fallbacks for hellfire ARH onFired, to enable firing on datalink track files without needing LOS on the target or radar sensor on
    • If target is a remote track, the missile isn't set as active off the rail so it doesn't go maddog

tbeswick96 avatar Sep 02 '20 22:09 tbeswick96

think about FFV guy shooting javelin, you want to use the shooter of the missle (themself), not vehicle player (the car) ref https://github.com/acemod/ACE3/blob/master/addons/missileguidance/functions/fnc_cycleAttackProfileKeyDown.sqf#L28-L35 it uses CBA_fnc_canUseWeapon

PabstMirror avatar Sep 02 '20 23:09 PabstMirror

Ah damn, hadn't considered that case, will make an edit later today to factor it in

tbeswick96 avatar Sep 03 '20 08:09 tbeswick96

@PabstMirror Does that look correct now? Uses the same logic as the laser and attack profile source

tbeswick96 avatar Sep 03 '20 16:09 tbeswick96