PYL 2 Posted February 5, 2016 Hello all! Where could I find the algorithm used by the game which guides our beloved guided missiles? I tried to look into weapons.pbo (with the hope to find it into the folder of the Titan AA or AT) but found nothing. :)Thanks! Share this post Link to post Share on other sites
austin_medic 109 Posted February 5, 2016 That probably isn't handled by SQF. It would be MUCH more efficient and easier to do it in C++ (probably burried inside one of the .dll's or maybe the executable?) , which is probably what BIS did. Why do you need it? Even then you'd need to reverse engineer the whole thing. Probably not worth the effort to get something you won't even be able to use in SQF. What are you trying to do? Why do you need information like that? 1 Share this post Link to post Share on other sites
PYL 2 Posted February 5, 2016 I wanted to see how they implemented the guidance since I wanted to create a vertical launched ballistic missile and I needed to know how to guide it :) Share this post Link to post Share on other sites
austin_medic 109 Posted February 5, 2016 you could just keep setting realtive positions for the rocket inside a loop, (BIS_fnc_relPos) then maybe set its vector so its facing the direction you'd think it should be facing at each position. The maths are way over my head for that. good luck. 1 Share this post Link to post Share on other sites
PYL 2 Posted February 5, 2016 Thanks! If there is really no way to "copy" the code which BIS'developers used then I will make my own and maybe, once I will be done, post the result here , if somebody is interested :) Share this post Link to post Share on other sites
f2k sel 164 Posted February 5, 2016 In ARMA2 the missile script was found in one of the missions, I've not seen it in A3 as yet but I haven't looked in missions. this is the A2/OA version http://www.kylania.com/ex/?p=21 1 Share this post Link to post Share on other sites
PYL 2 Posted February 5, 2016 When spawning a test missile model with missile = createVehicle ["M_Titan_AT", [4000, 4000, 2], [], 0, "NONE"]; the missile comes with its engine already turned on so it's got some force already applied. Is there a way to spawn it without the burning engines? Tried with setFuel 0 but nothing... Share this post Link to post Share on other sites
f2k sel 164 Posted February 5, 2016 I don't think it's possible for rockets, I tried before without luck. I've even just tried the new command of createobject but it doesn't have any hiddenselections you can disable. Only option would be trough addon I guess but nothing I can do. 1 Share this post Link to post Share on other sites