A3で弾道を可視化するスクリプト

このスクリプトは発射された弾丸を可視化する物で、弾道が貫通しているとか、落ちている事がよく分かる様になります。

使い方はミッション フォルダ内の init.sqf へコピペするだけ!簡単だね!

/*
General init for the tracer function
*/
hyp_var_tracer_tracedUnits = [];

addMissionEventHandler ["Draw3D", { //On every frame...
    {
        private["_unit"];
        _unit = _x;
        {
            private["_positions","_color"];
            _positions = _unit getVariable [format["hyp_var_tracer_projectile_%1", _x], []];
            _color     = _unit getVariable ["hyp_var_tracer_color", [1,0,0,1]];
            for "_i" from 0 to (count _positions) - 2 do {
                drawLine3D [_positions select _i, _positions select (_i + 1), _color]; //...draw lines connecting the positions on the path that the bullet took...
            };
        } forEach ( _unit getVariable["hyp_var_tracer_activeIndexes", []] ); //...For every bullet fired by a given unit,...
    } forEach hyp_var_tracer_tracedUnits; //...for every unit being traced
}];

//Adding of the option to manually clear lines.  If you don't want the addaction, simply remove these 4 lines
player addAction["Clear Lines", {
    {
        [_x] call hyp_fnc_traceFireClear;
    } forEach hyp_var_tracer_tracedUnits;
}]; //Clears the lines of all drawn projectiles


/*
Syntax: 
    [_unit, _color, _lifetime, _interval, _maxDistance, _maxDuration] call hyp_fnc_traceFire;
Params: 
    _unit:        Either a vehicle or unit.  (Default player)
    _color:       Color array for the lines. (Default [1,0,0,1])
    _lifetime:    Duration after landing to keep the line drawn.  (Default -1, for indefinite duration)
    _interval:    Number of frames to wait between recording locations (Default 0 for record on every frame)
    _maxDistance: Maximum Distance from origin point to record positions (Default -1, for no max)
    _maxDuration: Maximum Duration from time of firing to record posiitons (Default -1, for no max)
Return Value:
    Scalar: The ID of the "fired" EventHandler that was added.
*/

hyp_fnc_traceFire = {
    private["_this","_unit","_color","_lifetime","_interval","_maxDistance","_maxDuration","_eventHandle"];
    _unit        = [_this, 0, player, [objNull]] call BIS_fnc_param;
    _color       = [_this, 1, [1,0,0,1], [[]], [4]] call BIS_fnc_param;
    _lifetime    = [_this, 2, -1, [0]] call BIS_fnc_param;
    _interval    = [_this, 3, 0, [0]] call BIS_fnc_param;
    _maxDistance = [_this, 4, -1, [0]] call BIS_fnc_param;
    _maxDuration = [_this, 5, -1, [0]] call BIS_fnc_param;

    //Ensure that lifetime is at least as long as the maxDuration:
    //if (_lifetime < _maxDuration) then {_lifetime = _maxDuration;};

    _unit setVariable ["hyp_var_tracer_color", _color];
    _unit setVariable ["hyp_var_tracer_lifetime", _lifetime];
    _unit setVariable ["hyp_var_tracer_interval", _interval];
    _unit setVariable ["hyp_var_tracer_maxDistance", _maxDistance];
    _unit setVariable ["hyp_var_tracer_maxDuration", _maxDuration];
    _unit setVariable ["hyp_var_tracer_currentIndex", 0];
    _unit setVariable ["hyp_var_tracer_activeIndexes", []];

    _eventHandle = _unit addEventHandler ["fired", {
        [_this, (position(_this select 6))] spawn hyp_fnc_traceFireEvent;
    }];
    _unit setVariable ["hyp_var_tracer_eventHandle", _eventHandle];
    hyp_var_tracer_tracedUnits set [count hyp_var_tracer_tracedUnits, _unit];
};  

hyp_fnc_traceFireEvent = {
    private["_this","_params","_initialPos","_unit","_projectile","_color","_lifetime","_interval","_maxDistance",
            "_maxDuration","_startTime","_skippedFrames","_positions","_projIndex","_activeIndexes"];
    _params        = _this select 0;
    _initialPos    = _this select 1;
    _unit          = _params select 0;
    _projectile    = _params select 6;
    _color         = _unit getVariable "hyp_var_tracer_color";
    _lifetime      = _unit getVariable "hyp_var_tracer_lifetime";
    _interval      = _unit getVariable "hyp_var_tracer_interval";
    _maxDistance   = _unit getVariable "hyp_var_tracer_maxDistance";
    _maxDuration   = _unit getVariable "hyp_var_tracer_maxDuration";
    _startTime     = diag_tickTime;
    _skippedFrames = _interval; //Number of frames since last full operation.  Starts at interval value to record first position
    _positions     = [_initialPos]; 
    _projIndex     = -1;
    _activeIndexes = [];

    _projIndex     = _unit getVariable "hyp_var_tracer_currentIndex"; //Get the index to assign to the bullet
    _unit setVariable ["hyp_var_tracer_currentIndex", _projIndex + 1]; //Increment index for next bullet

    //Initialize final array into which all positions for the current projectile will be stored...
    _unit setVariable [format["hyp_var_tracer_projectile_%1", _projIndex], _positions]; 
    //...Then update the activeIndexes to indicate that the projectile is active
    _activeIndexes = _unit getVariable "hyp_var_tracer_activeIndexes";
    _activeIndexes set [count _activeIndexes, _projIndex];
    _unit setVariable ["hyp_var_tracer_activeIndexes", _activeIndexes];
    _activeIndexes = nil; //Completely nil this variable just as a safety measure, as the data it holds may be outdated now

    //Loop to run as long as the projectile's line is being updated
    waitUntil {
        //First, handle skipping frames on an interval
        if (_interval != 0 && _skippedFrames < _interval) exitWith {_skippedFrames = _skippedFrames + 1; false}; //Check and handle if frame should be skipped
        if (_interval != 0) then {_skippedFrames = 0;}; //Reset skipped frame counter on recording a frame
        //Next, check if the bullet still exists
        if (isNull _projectile) exitWith {true};
        //Finally, handle the duration and distance checks
        if (_maxDuration != -1 && ((diag_tickTime - _startTime) >= _maxDuration)) exitWith {true}; //Break loop if duration for tracking has been exceeded
        if (_maxDistance != -1 && ((_initialPos distance _projectile) >= _maxDistance)) exitWith {true}; //Break loop if distance for tracking has been exceeded

        //Now, checks have all been run, so let's do the actual bullet tracking stuff
        _positions set [count _positions, position _projectile];
        _unit setVariable [format["hyp_var_tracer_projectile_%1", _projIndex], _positions];
    };

    //Now, if a lifetime is specified, wait until it has elapsed, then delete all data for that projectile
    if (_lifetime != -1) then {
        waitUntil {(diag_tickTime - _startTime) >= _lifetime};
        //Remove the current projectile's index from the activeIndexes...
        _activeIndexes = _unit getVariable "hyp_var_tracer_activeIndexes";
        _activeIndexes = _activeIndexes - [_projIndex];
        _unit setVariable ["hyp_var_tracer_activeIndexes", _activeIndexes];
        //... Then delete the data for the projectile itself
        _unit setVariable [format["hyp_var_tracer_projectile_%1", _projIndex], nil]; //Delete the projectile's data
    };
};

//Clears all lines created by a given unit manually
hyp_fnc_traceFireClear = {
    private["_this","_unit"];
    _unit = _this select 0;
    {
        _unit setVariable [format["hyp_var_tracer_projectile_%1", _x], nil];
    } forEach (_unit getVariable ["hyp_var_tracer_activeIndexes", []]);
    _unit setVariable ["hyp_var_tracer_activeIndexes", []];
};

//Completely removes this script from a unit
hyp_fnc_traceFireRemove = {
    private["_this","_unit"];
    _unit = _this select 0;

    _unit removeEventHandler ["fired", (_unit getVariable ["hyp_var_tracer_eventHandle", 0])];
    {
        _unit setVariable [format["hyp_var_tracer_projectile_%1", _x], nil];
    } forEach (_unit getVariable ["hyp_var_tracer_activeIndexes", []]);
    _unit setVariable ["hyp_var_tracer_color", nil];
    _unit setVariable ["hyp_var_tracer_lifetime", nil];
    _unit setVariable ["hyp_var_tracer_interval", nil];
    _unit setVariable ["hyp_var_tracer_maxDistance", nil];
    _unit setVariable ["hyp_var_tracer_maxDuration", nil];
    _unit setVariable ["hyp_var_tracer_currentIndex", nil];
    _unit setVariable ["hyp_var_tracer_activeIndexes", []];
    _unit setVariable ["hyp_var_tracer_eventHandle", nil];
};  

更に、上記スクリプト内へ適用させたいユニットやプレイヤーへ読み込ますという記述が必要。

[player] call hyp_fnc_traceFire;

Quick and fun projectile path tracing! - BI forum

1 件のコメント:

  1. 窓から顔だけだして撃ってるのにやたら食らうなあと思ってたら、
    周囲の壁を貫通してたのね。納得。

    返信削除