Missile Guidance - Fix attack profile and laser code variable#7892
Missile Guidance - Fix attack profile and laser code variable#7892tbeswick96 wants to merge 4 commits intoacemod:masterfrom
Conversation
…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 |
|
|
||
| private _config = configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON); | ||
|
|
||
| private _configurationSource = _shooter; |
There was a problem hiding this comment.
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
There was a problem hiding this comment.
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.
There was a problem hiding this comment.
Does this work with
? I am worried about this breaking something somewhere else unintentionally, I think this was assumed to be the vehicle from the get-go
When merged this pull request will:
Evariant macros inside laser for own variables and functions