_William 0 Posted February 25, 2012 Made a test LOd to see how it would fare - looks promising! Using Arma1 foliage of course: We need to talk! Soon! This is using Arma2's Pinus Mugo bush pmugo.p3d model (with a config turning that into a vehicle), and a lot of math to put them in the right position on the vehicles. The image above shows four Warrior IFVs herringboned at Utes (click for more detail). I've got the beginnings in place of an open-ended table containing vehicle dimensions and shape, based on which a script can cover the vehicles (sides, front if applicable, top if applicable). Testing with these Warriors, some Leopard 1 and 2 series, Marders and a M577 hq vehicle. Also for foliage, I'd like to use a a data-driven approach. The major downside of the reusing the Arma2 bush p3d is that the LODs don't work in the way I need them to work. From a far distance I'd like the model to collapse into a triangle as large as the foliage and parallel to the vehicles' hull. The bush reduces to quickly to something not representing foliage on a vehicle. The other thing I don't know how to do is identifying the turret. Sent you a PM with my email. William Share this post Link to post Share on other sites
Recardio 1 Posted April 26, 2012 Has hcpookie stopped working on this? It is unfortunate if he has. Share this post Link to post Share on other sites
[kh]jman 49 Posted April 26, 2012 Ok I have this working with ACE units all be it in a way that suits my needs so if anybody wants the code here it is. Place a camo net backpack down in the editor Place a player unit. Preview and pickup the camo net backpack Use the unit's action menu (middle mouse) to deploy/pack the camo net. 1. Add the following code to the init fields of the units that you want to handle camo nets. Parse the classname of the camonet that you want the unit to use via the addaction. this setVariable ["camonetDeployed", false, true]; this addAction ["Deploy Camo Net", "camonetsniper.sqf", ["Deploy","pook_camonet_small_west22"], 51, false, true, "", "!(_target getVariable 'camonetDeployed')"]; this addAction ["Pack Camo Net", "camonetsniper.sqf", ["Pack","pook_camonet_small_west22"], 51, false, true, "", "(_target getVariable 'camonetDeployed')"]; 2. camonetsniper.sqf: if (isDedicated) exitWith {}; _vehicle = _this select 0; _man= _this select 1; _option = (_this select 3) select 0; _net = (_this select 3) select 1; if (_man != player) exitWith {}; if (_option == "Deploy") exitWith { _thispack = unitBackpack _man; _result = [str(_thispack), "pook_camopack.p3d", 0] call CBA_fnc_find; // http://dev-heaven.net/docs/cba/files/strings/fnc_find-sqf.html if (_result != -1) then { sleep 1; _man playMove "aidlppnemstpsraswrfldnon0s"; _man_camonet = _net createVehicle [0,0,0]; _number = floor(random 100000); _man_camonet SetVehicleVarName str(_number); _man_camonet setDir (getDir _man); _man_camonet setPos [ getPos _man select 0, getPos _man select 1, 0]; _man setVariable ["camonetDeployed", true, true]; _man setVariable ["camonetName", (_man_camonet), true]; sleep 2; player sideChat "Camo net deployed"; } else { player sideChat "You are not carrying a camo net backpack"; }; }; if (_option == "Pack") exitWith { _man_camonet = _man getVariable "camonetName"; if (_man distance _man_camonet < 3) then { _man playMove "aidlpknlmstpslowwrfldnon_idlesteady02"; deleteVehicle _man_camonet; _man setVariable ["camonetDeployed", false, true]; _man setVariable ["camonetName", "", true]; sleep 2; player sideChat "Camo net packed"; } else { player sideChat "You're too far from the camo net. Move closer!"; }; }; Download demo mission. Obviously ACE and the camo net addon is required. Share this post Link to post Share on other sites
R0adki11 3949 Posted April 26, 2012 Has hcpookie stopped working on this? It is unfortunate if he has. I would imagine, he maybe working on other projects, or he may have other things going on. Perhaps send him a PM. Share this post Link to post Share on other sites
hcpookie 3770 Posted April 26, 2012 Wow deja vu - just the other day I started working on an inventory version of the sniper nets and suddenly this! Jman that's awesome if that works in ACE for you! If that works I'll add it to the notes in the next version! :) I'm going to build SOME of the camo patterns into inventory items like I did with the signal marker panels. This will add the flexibility to snipers to be able to carry the nets without the added burden of no backpack (and therefore limited inventory). I can justify this from a realism perspective since the inventory structure is rather limited, and in real life the camo net wouldn't be that big (think 2-man pup tent) and one would probably lash it to their backpack like a bedroll. Point being, it should not "penalize" snipers with the diminished inventory. The problem is that any deployable item is a weapon, and you cannot add a texture set to a weapon - thus the need for weapon packs to have "duplicates" in different colors. Therefore the update will include new models, one per each camo color, so I am going to pick-and-choose camo colors for a limited selection. I estimate this will increase the download by another 20-40MB. Share this post Link to post Share on other sites
hcpookie 3770 Posted November 30, 2012 Update! v2.0 is now available... a year in the making :) New in v2.0: Sniper Camo nets are now INVENTORY items meaning you carry them as you would a radio, compass, etc. *** Backpacks are NO LONGER REQUIRED for sniper nets! *** This new option was added to eliminate the sniper backpack "penalty" the BIS inventory structure imposed with the previous 1.x version that required carrying the camo net as a backpack. In real life, the camo net wouldn't be that big or heavy... similar in size and weight to 2-man pup tent. Therefore it would probably be lashed to a backpack like a bedroll or slung over the shoulder as additional gear. The use of these new Inventory sniper nets will allow the sniper to carry a backpack, thereby eliminating the "inventory penalty" to snipers from the previous versions! - Enemy AI detection with sniper nets is *significantly* reduced! The use of nets to avoid enemy AI detection are subject to these requirements: - You MUST remain prone. AI can detect you when crouched. - Your weapon must be inside the net. Barrels sticking through the net may be detected. - Your body must remain motionless. NOTE: Head-only movements were not detectable by the AI during my testing. - Since your body must remain motionless, your AI squad members may be susceptible to detection depending on the circumstances (for example if the AI squad member were to "turn to" the enemy, they could be detected). - That the nets will reduce enemy AI detection, but may not completely eliminate it! As in real life, the nets are concealment, not cover, and you may still be detectable. - The new sniper inventory nets are found in the "Camo Nets" Ammo crates under "Ammo > Camo Nets". - The new nets utilize 3 inventory slots. This leaves several slots avaialble for use with other inventory items and addons such as my Signal Marker Panel multiplay-focused addon: http://forums.bistudio.com/showthread.php?128756-Signal-Marker-Panels - The backpack sniper nets are still present and unaffected by the new inventory versions. See first post for download information! :) Share this post Link to post Share on other sites
Guest Posted December 1, 2012 New version frontpaged on the Armaholic homepage. Deployable Camo Nets v2.0 Share this post Link to post Share on other sites
bad benson 1733 Posted December 1, 2012 this is so bad ass! great addon. Share this post Link to post Share on other sites
Nichols 243 Posted December 1, 2012 For those of use using the ACE and ACEX mods what is the weight penalty for these if we wanted to carry them with our troops on LRRP style missions for forward scouting and observation of enemy forces say behind enemy lines on Isla Duala? Share this post Link to post Share on other sites
hcpookie 3770 Posted December 2, 2012 reschke, I don't run ACE so I can't really say. JMAN posted an ACE workaround a few posts back (page 8 by my count) that apparently makes this work with ACE. @ Foxhound - thank you as always for the link! Share this post Link to post Share on other sites
islesfan186 83 Posted December 2, 2012 this may be a stupid question or i may have just overlooked it, but how to do i give a unit the sniper camonet aside from picking it up from the ammobox? I tried this addweapon "pook_camonet_small_east11"; and this addmagazine "pook_camonet_small_east11"; but neither seem to work. Share this post Link to post Share on other sites
hcpookie 3770 Posted December 3, 2012 Close! Here's how you do it for the 2-man small nets: this addWeapon "pook_camonet_small_east_drop[color="#FF0000"]XX[/color]"; --- or --- this addWeapon "pook_camonet_small_west_drop[color="#FF0000"]XX[/color]"; ... and here is how you do it for the 3-man medium nets: this addWeapon "pook_camonet_med_east_drop[color="#FF0000"]XX[/color]"; --- or --- this addWeapon "pook_camonet_med_west_drop[color="#FF0000"]XX[/color]"; ... where XX is the net number (1-22). I started numbers with #2, so for color #1, no number is needed. pook_camonet_small_east_drop = color #1 (BIS Chernarus Camo) etc. and so on. More Examples: pook_camonet_small_east_drop2 pook_camonet_small_east_drop3 pook_camonet_small_west_drop22 pook_camonet_small_west_drop16 pook_camonet_med_east_drop2 pook_camonet_med_west_drop15 Color List: The numbers represent the camo type (0-22): (no number) = BIS Chernarus Camo (East Pattern) / BIS Nato Green (West Pattern) 2. BIS Desert Brown (East Pattern) / BIS Nato Tan (West Pattern) 3. CADPAT 4. Desert Storm 5. DPM Desert 6. Flecktarn 7. Flecktarn Desert 8. Rus Desert Camo 9. Rus Forest Camo 10. AOR Forest 11. ATACS Desert 12. ATACS Forest 13. DPM Forest 14. MARPAT 15. Multicam 16. Snow 17. Spec 18. SURPAT 19. Woodland 20. Nogovan Oak 21. Duala Brown 22. Lingor Jungle All the colors are listed in the readme as well Share this post Link to post Share on other sites
islesfan186 83 Posted December 3, 2012 Ahhh ok I was just missing the "drop" part. Thanks Share this post Link to post Share on other sites
odyseus 19 Posted December 30, 2012 (edited) hello hcpookie, one question does this addon add action to all vehicles to deploy camo net or do i need to script it? If not how do i go about starting the script in question to get it to work. Thank you! Nevermind this question! Great Work! :D Edited December 30, 2012 by Odyseus Share this post Link to post Share on other sites
odyseus 19 Posted January 5, 2013 sorry to ask this but why doesn't the objects come already scripted to deploy camo? :D i m pulling my hair here! LOL Share this post Link to post Share on other sites