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Auto aim target shotpoint correction

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Thanks to the WOT-Decompiled source, I can write the mod much easier. What I want to do is to add manual correction to auto-aimed target shoot.

I found predictLockedTargetShotPoint from VehicleGunRotator and hooked as this new function to include the speed and manual correction.

I can see that the marker is already changed in game. 


However, my question is why the actual shot point is still the original autoAimVehicle.position ? Is this auto aimed target shot point calculated and locked at the server side?

def predictLockedTargetShotPoint(self, *args, **kargs):
        """ return False will prevent old func from running
            global UP in map is positive Z
            global RIGHT in map is positive X
            local front is positive Z
            local right is positive X
            rotate left
        with suppressButLog(Exception):
            autoAimVehicle = BigWorld.player().autoAimVehicle
            if autoAimVehicle is not None:
                player = BigWorld.player()
                vname = autoAimVehicle.typeDescriptor.type.name
                centerBias = self.shotOffset.get(vname, Math.Vector3(0,0,0))

                autoAimPosition = Math.Vector3(autoAimVehicle.position)
                dist = (autoAimPosition - player.getOwnVehiclePosition()).length
                shotspeed = player.vehicle.typeDescriptor.shot.speed
                aimVspeed, aimVrot = autoAimVehicle._Vehicle__speedInfo.value[:2]
                velVec = Math.Vector3(aimVspeed*math.sin(aimVrot),0,aimVspeed*math.cos(aimVrot))*self.speedGain*dist/shotspeed/100.0
                offset = getLocalAimPoint(autoAimVehicle.typeDescriptor)
                worldoff = Math.Matrix(autoAimVehicle.matrix).applyVector(offset+velVec+centerBias)                    
                autoAimPosition += worldoff
                return False, args, kargs, autoAimPosition
                return False, args, kargs, None
        return True, args, kargs, None


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12 часов назад, copyisrighted сказал:

However, my question is why the actual shot point is still the original autoAimVehicle.position ?



    def autoAim(self, target=None, magnetic=False):
        if target is None:
            vehID = 0
        elif not isinstance(target, Vehicle.Vehicle):
            vehID = 0
        elif target.id == self.__autoAimVehID:
            vehID = 0
        elif target.publicInfo['team'] == self.team:
            vehID = 0
        elif not target.isAlive():
            vehID = 0
            vehID = target.id
        if self.__autoAimVehID != vehID:
            self.__autoAimVehID = vehID
            self.cell.autoAim(vehID, magnetic)   <================================================================= Server AutoAim
            if vehID != 0:
                self.inputHandler.setAimingMode(True, AIMING_MODE.TARGET_LOCK)
                self.gunRotator.clientMode = False
                self.onLockTarget(AimSound.TARGET_LOCKED, True)
                TriggersManager.g_manager.activateTrigger(TRIGGER_TYPE.AUTO_AIM_AT_VEHICLE, vehicleId=vehID)
                self.inputHandler.setAimingMode(False, AIMING_MODE.TARGET_LOCK)
                self.gunRotator.clientMode = True
                self.__aimingInfo[0] = BigWorld.time()
                minShotDisp = self.vehicleTypeDescriptor.gun.shotDispersionAngle
                self.__aimingInfo[1] = self.gunRotator.dispersionAngle / minShotDisp
                self.onLockTarget(AimSound.TARGET_UNLOCKED, True)


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