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MCLOS - Add support for AI #10701

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For PR #10027

  • Adds basic support for AI shooting MCLOS weapons
    It's not very accurate and there is a lot of oscillation in the path, but that's probably pretty accurate for these types of missiles.

  • Also adds a mock vic so this can be tested in vanilla arma
    Disabled by config macro, but could leave in as scope=1 if that's ok? (makes testing not require restart)

@PabstMirror PabstMirror added the kind/enhancement Release Notes: **IMPROVED:** label Jan 31, 2025
@PabstMirror PabstMirror added this to the Ongoing milestone Jan 31, 2025
private _distance = _launchPos vectorDistance _projectilePos;
private _projectedPath = _launchPos vectorAdd (_launchVec vectorMultiply _distance);

private _source = _projectile getVariable [QGVAR(source), _projectile];
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is this unused?

private _source = _projectile getVariable [QGVAR(source), _projectile];
private _hOffset = (_projectilePos # 2) - (_projectedPath # 2);
private _vv = (velocity _projectile) # 2;
_mclosInput = switch (true) do {
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this doesn't support side-to-side travel

if (!(alive _shooter && {alive _gunner} && {(vehicle _gunner) == _shooter} && {_gunner call EFUNC(common,isAwake)})) exitWith {};

private _distance = _launchPos vectorDistance _projectilePos;
private _projectedPath = _launchPos vectorAdd (_launchVec vectorMultiply _distance);
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this only aims for the point the ai was aiming when they fired. if the target moves, this inherently misses. i think we could do something similar to SACLOS where we figure out the position the gunner is looking but as SACLOS shows that isn't easy. this is good for now, just wanted to note this

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