DCSOlympus/scripts/lua/examples/raisedShots.lua
2024-01-03 17:48:38 +01:00

319 lines
9.8 KiB
Lua

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)