Add - Spike LR ATGM#8931
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Updated to merge into new missile guidance branch |
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guess it auto closed because target merged, ugh |
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reopen test |
Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
| if ((currentWeapon ACE_player) != QGVAR(launcher)) exitWith {}; | ||
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| if (_key == SPIKE_KEY_DESIGNATE) then { | ||
| if (cameraView == "GUNNER") then { |
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| if (cameraView == "GUNNER") then { | |
| if (cameraView isEqualTo "GUNNER") then { |
Co-authored-by: Jouni Järvinen <[email protected]>
PabstMirror
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there might be somethings that could be looked at
- seems like missile sometimes runs out of thrust at end of flight
Maybe cut data cable before it loses control-authority from lack of speed - can be tough to lock onto ground targets while in flight
I'm not sure if real-life videos are at actual speed but it seems to be slower than in-game
but overall I'd much rather just get this merged and get feedback from more people
Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
johnb432
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Does anyone have a test setup they are willing to share?
Co-authored-by: johnb432 <[email protected]>
* zeroin check jp * Jp cycle word change * Spike LR #8931 JP * moving spike to it's pr * sort --------- Co-authored-by: PabstMirror <[email protected]>
johnb432
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I haven't checked the functionality, but code formatting looks good.
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Got around to testing it a bit. EDIT: |
When merged this pull request will:
Requires #10019