[Enhancement] Variables for missile incoming
gyrohero opened this issue ยท 6 comments
This would allow for instruments that provide a warning if the vehicle is being tracked by a missile. There would be 3 variables: missile_incoming (Boolean), missile_direction (float), and missile_distance (float). If there are multiple missiles incoming, this could be limited to whichever is closest, or possibly be numbered to allow a certain number of alerts.
For implementation, the missile would just have to pass a pointer of itself to the vehicle it's locker onto, simulating its laser or radar signature.
Should be simple. And would be good as you could link it to an animation for an in-cockpit warning sound. When I get to overhauling the instruments to work with the VAS, then the instrument can play the sound, so it'll be cross-compatible with different vehicles.
WOMP WOMP WOMP
Would this theoretically allow chaff or flares to be automatically deployed as well, once that's added?
@fsendventd Yeah, we can probably set it up so that they deploy based on JSON-defined clamps of the distance/direction variables
I hesitate to have flares automatically deploy. If only because there's not really a point in having missiles that home and lock on if they just automatically get chaffed. Plus, having chaff be part of the VAS is kinda icky. Unless you mean a parameter, but even then, if you have a lock-on variable then that can correlate to chaff deployment without messing with variables.
@DonBruce64 You would eventually run out of flares, they'd have ammo like guns. Plenty of other games (e.g. War Thunder) have automatic flare deployment in certain vehicles, it isn't overpowered.