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Missile Guidance - Fix attack profile and laser code variable #7892
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…remote targets - Use correct object for attack profile and laser code (set on vehicle, retrieved from player) - Don't use E variant macros inside laser for own variables and functions - Check list of remote targets for hellfire ARH onFired, to enable firing on datalink tracks without needing LOS or radar on (cherry picked from commit edb216f)
think about FFV guy shooting javelin, you want to use the shooter of the missle (themself), not |
Ah damn, hadn't considered that case, will make an edit later today to factor it in |
- Uses same logic to select the laser and attackprofile source as the laser and attack profile functions
@PabstMirror Does that look correct now? Uses the same logic as the laser and attack profile source |
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private _config = configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON); | ||
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private _configurationSource = _shooter; |
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Do you have an example where _configurationSource
will be different from _shooter
This even will be triggered from the object that fired the missile
edit: _shooter
is arg0, not the newish arg7
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I will try to get a vanilla repro this evening, but I was testing with an Apache, where the hellfires are launched by the gunner.
For months until I investigated and made this change, my pilot guys had hellfires never track the laser if the laser wasn't the default code. I enabled tracing and found that the laser was being set on the player object rather than the vehicle.
_currentShooter setVariable [QGVAR(code), _newLaserCode, true]; |
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Does this work with
private _vehicleLockMode = _vehicle getVariable [QEGVAR(missileguidance,attackProfile), _defaultAttackProfile]; |
When merged this pull request will:
E
variant macros inside laser for own variables and functions