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Projectiles #371
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Projectiles #371
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Is it possible to predict the arc? I am not a fan of the module for switching between high / flat. It would be nice to have an approximate arc, and use a keybind to switch modes while placing the target. |
How does one select a grenade that's not part of that selection? Eg. some mod adds a dart (just a random thing I came up with right now), with this implementation of multiple modules, can one do that? That arc doesn't really seem to be an arc, it's just a straight line? I don't really see the reason for that as a module, could be a CBA Setting for those scenarios where Zeus needs to be limited or someone can't handle line drawing performance. No need to clutter the modules. |
A module for just throwing that gets all the throwables would be better, could be done with BIS_fnc_isThrowable |
It's using the |
High Arc would be needed for hitting a roof top, or over a wall, for example. |
That would be a useful feature. I've worked on the standard stuff because it's faster to not have to choose a throwable. |
What about using ZENs context menu? Select AI, right click at location to throw. Clicking "Throw" would throw something based on some priority (or just first available), sub-menu for manual selection. Same for "Launch", launcher or GL. |
Are grenade commands used frequently enough to deserve a spot on every unit's context menu? |
imho, no |
Latest Throw Select module lists unit's available throwables in context menu between dropping the module and selecting target position.
These have additional complication of loading the chosen round, if we're not just shooting whatever is loaded. If there's no demand for being able to throw frag/stone/smoke regardless of actual availability, I can cut down the modules to: ThrowSelect |
Possible way to fix this could be the following idea, that is - of course - not in scope of this PR.
I don't know if that's possible at all, maybe that's an idea @mharis001 could use. Such modifiers to open different context menus are already used in different graphic software. So it's not something completely uncommon 😄 |
I would let you know a similar feature is in development too: #132 |
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I dislike the addition of this many modules. I think it can be limited to Fire Launcher, Fire GL, and Throw Grenade. Modules that require ALiVE should be removed. Also, the various actions do not work if the unit is in combat. The current implementation into the context menu is pretty rough. If we want to keep that, it would be better to have only grenade actions shown. That requires a small change to For what @bux suggested, |
I've removed and renamed the extraneous modules. I've noticed that throw commands sent while units are in certain actions (reloading, sprinting, or suppressing) will be delayed or ignored, but most are executed. https://youtu.be/xOgiUzg8214 |
I really like these features. I considered getting launchers working for AI as impossible for some while. It works as good as it can considering how hard it is getting alerted ArmA AI to do what you want them to do. However, I have a few comments:
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I'm curious about your formula for calculating the initial angle. Do you have a reference or derivation for it? |
I got it from this video https://www.youtube.com/watch?v=bqYtNrhdDAY |
Now working with soft launch weapons (RPG, NLAW, Titan, Vorona) https://youtu.be/gSjC2l98-Ps |
Choose from unit's available throwables in context menu. Issue: actions not removed if context menu is closed.
Repalced spawn and waitUntil with CBA Use AnimChanged EH to re-fire launcher as needed Added comments and test code
This reverts commit 07aefb1.
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For the grenades a graphical drawing like ACE's advanced throwing would be excellent for this. |
When merged this pull request will: