shots = {} --https://www.youtube.com/watch?v=XNtTEibFvlQ mandatory terrible listening shots.shooterName = "TestInfantry" shots.targetName = "TestTarget1" function shots.notify(message, displayFor) trigger.action.outText(message, displayFor, false) end --infantry function shots.set556 () --red roundVelocity = 910 unitBarrelHeight = 1 shotsToFire = 5 shotDelay = 4.5 shots.notify("5.56 M4 Georgia", 2) shots.fire() end function shots.set556SAW () --red roundVelocity = 915 unitBarrelHeight = 0.4 shotsToFire = 5 shotDelay = 4.5 shots.notify("5.56 M249 SAW", 2) shots.fire() end function shots.setAk74() --red roundVelocity = 900 unitBarrelHeight = 0.9 shotsToFire = 5 shotDelay = 4.5 shots.notify("Ak74", 2) shots.fire() end --technicals function shots.hmmwv() --red roundVelocity = 928 unitBarrelHeight = 2.6 shotsToFire = 5 shotDelay = 2.5 shots.notify("Humm drumm Vee", 2) shots.fire() shots.notify(unitBarrelHeight,2) end function shots.technicalDHSKA() --green roundVelocity = 928 unitBarrelHeight = 2.2 shotsToFire = 5 shotDelay = 2.5 shots.notify("technicalDHSKA", 2) shots.fire() shots.notify(unitBarrelHeight,2) end function shots.cobra() --green roundVelocity = 928 unitBarrelHeight = 2.85 shotsToFire = 5 shotDelay = 2.6 shots.notify("Cobra", 2) shots.fire() shots.notify(unitBarrelHeight,2) end --IFVs function shots.setWarrior() --white roundVelocity = 1070 unitBarrelHeight = 2.28 shotsToFire = 3 shotDelay = 6.3 shots.fire() end function shots.setBMP2() --red roundVelocity = 970 unitBarrelHeight = 1.95 shotsToFire = 3 shotDelay = 6 shots.fire() end --Tanks function shots.m1a1() --red roundVelocity = 928 unitBarrelHeight = 2.15 shotsToFire = 5 shotDelay = 3 shots.notify("Abrams 50 cal", 2) shots.fire() shots.notify(unitBarrelHeight,2) end function shots.t55() --red and green roundVelocity = 928 unitBarrelHeight = 1.75 shotsToFire = 5 shotDelay = 2.6 shots.notify("T-72B", 2) shots.fire() shots.notify(unitBarrelHeight,2) end ---aaaaaaaaaaaaaaaa function shots.ZSU57() --red roundVelocity = 1070 shotsToFire = 2 shotDelay = 10.5 shots.notify("ZSU57", 2) unitMaxRange = 6000 shots.fireAAA() end function shots.ZSU23() --red roundVelocity = 1050 shotsToFire = 2 shotDelay = 12 shots.notify("ZSU23", 2) unitMaxRange = 2000 shots.fireAAA() end function shots.vulcan() --red roundVelocity = 1030 shotsToFire = 5 shotDelay = 5 shots.notify("Vulcan M163", 2) unitMaxRange = 1500 shots.fireAAA() end function shots.flak18() --red and green roundVelocity = 870 shotsToFire = 1 shotDelay = 10.5 shots.notify("Flak 18", 2) unitMaxRange = 4000 shots.fireAAA() end -- This one is really obvious, however I set towards the end of this file the "parameters" of the shots. function shots.fire() unit = Unit.getByName(shots.shooterName) target = Unit.getByName(shots.targetName) local targetMotionVec = Object.getVelocity(target) --if you don't want to do this i.e. shoot a point send a nil or a vec3 of 0's --local targetMotionVec = nil local targetPos = target:getPosition().p shots.calculateAngle(roundVelocity, unit, targetPos, unitBarrelHeight, shotsToFire,shotDelay, targetMotionVec) end --main bit that does the maths for simulating a "roughly level" fire fight, not to be used when aiming AAA at aircraft function shots.calculateAngle(v, unit, targetPos, unitBarrelHeight, shotsToFire,shotDelay, targetMotionVector) --v muzzle velocity --unit is unit object you want shooting --targetPos is a position on the ground, doesn't have to be a targets actual location --unitBarrelHeigh is the height the gun is at when it fires --shotsToFire is how many rounds to shoot, 5 is a nice number except for large calibre slow guns --shotDelay how long it on average takes to aim from scratch at something and shoot, mostly used in aiming lead --targetMotionVector a vec3 of the targets motion if nil just shoots at a spot g = 9.81 -- gravity, change if on the moon veltro you comment reading prick local unitPos = unit:getPosition().p local x = mist.utils.get2DDist(unitPos,targetPos) -- horizontal range local x3d = mist.utils.get3DDist(unitPos,targetPos) -- slant range y = targetPos.y - unitPos.y y = y - unitBarrelHeight --works out some stuff for trig later, like x,y and hypoteneueussueee if targetMotionVector == nil then --no moving? nothing to ammend else --work out where target will be when the bullet arrives shotDelay = shotDelay + x3d/v --time taken to aim and time for bullet to fly to spot newPosition = mist.utils.tableShow(targetMotionVector) targetPos.x = targetPos.x + targetMotionVector.x*shotDelay targetPos.y = targetPos.y + targetMotionVector.y*shotDelay targetPos.z = targetPos.z + targetMotionVector.z*shotDelay end x = x - 10 --we actually are aiming 10m in front always so need to remove this local inner = v^4 - g * (g * x^2 + 2 * y * v^2) -- this is the inner bit of the quadratic equation for ease of code if inner < 0 then -- No solution exists for these parameters, too far away do nothing we can't hit it, saves us crashing if sqrt of negative else local angle2 = math.atan((v^2 - math.sqrt(inner)) / (g * x)) -- do the whole quadratic equation -- we didn't need to do the +- sqrt b^2..... bits as we care about the flat path not the one shot miles up falling down local aimUp = 10 * math.tan(angle2)*math.cos(angle2) -- we have to tell dcs to "aim up" at a point 10m ahead of it, this is distance * tan(angle) , so where the fuck has the cos come from? That is because aim correction for shooting up and down is basically modfied by cos(angle) so lazy correction and dcs can't shoot vertically up local xPosDifference = (targetPos.x - unitPos.x) local zPosDifference = (targetPos.z - unitPos.z) local hyp = math.sqrt((xPosDifference*xPosDifference) + (zPosDifference*zPosDifference)) xPosDifference = (xPosDifference /hyp) * 10 zPosDifference = (zPosDifference / hyp) * 10 unitPos.x = unitPos.x + xPosDifference unitPos.z = unitPos.z + zPosDifference --that was all basic trig maths local controller = unit:getController() FireAtPoint = { id = 'FireAtPoint', params = { point = {x = unitPos.x, y = unitPos.z}, radius = 0.0001, expendQty = shotsToFire, expendQtyEnabled = true, altitude = unitPos.y+unitBarrelHeight +aimUp, --this is a realtive to sea level shot, so we can shoot down alt_type = 0, --0 = sea level, 1 = ground level } } controller:pushTask(FireAtPoint) --FIREEEEEE end end function shots.fireAAA() unit = Unit.getByName(shots.shooterName) target = Unit.getByName(shots.targetName) targetMotionVec = Object.getVelocity(target) --if you don't want to do this i.e. shoot a point send a nil or a vec3 of 0's --local targetMotionVec = nil targetPos = target:getPosition().p shots.aaa(roundVelocity, unit, unitMaxRange, targetPos, shotsToFire,shotDelay, targetMotionVec) end --aaa fires almost straight up, no line of sight fakery needed or working out lobbing bullets onto random points --if in range just needs to be told to shoot where the target will be in a few seconds --if out of range, we just need to extrapolate back and fire inside max range and randomise the up and down, then let it miss function shots.aaa(v, unit, unitMaxRange, targetPos, shotsToFire,shotDelay, targetMotionVector) local unitPos = unit:getPosition().p local x = mist.utils.get2DDist(unitPos,targetPos) -- horizontal range local x3d = mist.utils.get3DDist(unitPos,targetPos) -- slant range if x3d > unitMaxRange then if targetMotionVector == nil then --no moving? nothing to ammend else --work out where target will be when the bullet arrives shotDelay = shotDelay + x3d/(v/2) --time taken to aim and time for bullet to fly to spot long range roughly 50% slowdown newPosition = mist.utils.tableShow(targetMotionVector) targetPos.x = targetPos.x + targetMotionVector.x*shotDelay targetPos.y = targetPos.y + targetMotionVector.y*shotDelay targetPos.z = targetPos.z + targetMotionVector.z*shotDelay end difference = mist.vec.sub(targetPos,unitPos) unitVec = mist.vec.getUnitVec(difference) extendPath = mist.vec.scalar_mult(unitVec ,unitMaxRange) targetPos = mist.vec.add(extendPath,unitPos) local controller = unit:getController() FireAtPoint = { id = 'FireAtPoint', params = { point = {x = targetPos.x, y = targetPos.z}, radius = 0.0001, expendQty = shotsToFire, expendQtyEnabled = true, altitude = targetPos.y+math.random(1,500), --this is a realtive to sea level shot, so we can shoot down alt_type = 0, --0 = sea level, 1 = ground level } } controller:pushTask(FireAtPoint) --FIREEEEEE else if targetMotionVector == nil then --no moving? nothing to ammend else --work out where target will be when the bullet arrives shotDelay = shotDelay + x3d/v --time taken to aim and time for bullet to fly to spot newPosition = mist.utils.tableShow(targetMotionVector) targetPos.x = targetPos.x + targetMotionVector.x*shotDelay targetPos.y = targetPos.y + targetMotionVector.y*shotDelay targetPos.z = targetPos.z + targetMotionVector.z*shotDelay end local controller = unit:getController() FireAtPoint = { id = 'FireAtPoint', params = { point = {x = targetPos.x, y = targetPos.z}, radius = 0.0001, expendQty = shotsToFire, expendQtyEnabled = true, altitude = targetPos.y, --this is a realtive to sea level shot, so we can shoot down alt_type = 0, --0 = sea level, 1 = ground level } } controller:pushTask(FireAtPoint) --FIREEEEEE end end do longRangeShots = missionCommands.addSubMenu("Firefight") missionCommands.addCommand ("Fire", longRangeShots, shots.vulcan) end shots.notify("raisedShots.lua ran", 2)