Jump to content
Sign in to follow this  
hcpookie

MV22 Door Gunner Project

Recommended Posts

Thanks for the mirror Foxhound, I really appreciate it!

Kremator, the M134's I created are new models, so adding the guns themselves would not be doable without a script. The guns are static weapons, so you could make a static M134 emplacement with a little planning.

HOWEVER - the script can be modified to attach anything you wish. You simply have to change the script to add whatever object/vehicle/etc. This is an offshoot of Norrin's AttachTo scripting:

http://forums.bistudio.com/showthread.php?t=73630

... in theory you should be able to add anything you wish. Here is an idea - random numbers and custom decals for ANY vehicle! All it would take is a 3D model with very vew polygons that use new textures you would have to make. There are a few examples out there already where people have developed scripts to randomize numbers for tail numbers etc. I think you see where I am going with this... work up an AttachTo script for each vehicle you wish to have the numbers and/or decals attached, and PRESTO you have random numbers, custom clan logos, etc. with only a few polygons! :D

A variation of this that I really don't know how well it would work is to add some NVG running lights/decals to vehicles. I'm talking about those greenish looking strips that are viewable only in NVG... you could attach those in the same way.

How about strapping additional backpacks to a vehicle on patrol? Need a static weapon for an ambush? "AttachTo" the tripod and static launcher backpacks and you have your weapon come with you and it won't take any of the vehicle's cargo slots. :)

Needless to say you can do some cool stuff with AttachTo. ;)

Edited by hcpookie

Share this post


Link to post
Share on other sites

b00ce and I did some testing last night, really well done.

The only main issue we ran into was that the Dismount Guns option doesn't appear to work correctly. It didn't remove the guns, so when we remounted them, there were two guns on each spot.

Tested it with just ACE and ACRE to make sure it wasn't a conflict, but results were the same. MP, dedicated server.

Easy fix is just to not dismount the guns. Not sure why you'd want to take them off anyways.

Great work man!

Share this post


Link to post
Share on other sites

Thanks for the feedback! I think the deletevehicle needs to be tweaked some. The original version of the script was from my BRDM2IMP police vehicle checkpoint script and I think I removed too much from the script :) When the "remove" section is ran, I removed the part where it defines what to remove. SOOOOO.... that's why they don't remove properly. Fixable!

HOWEVER, you make a very valid point - why would you want to remove them because there really isn't any reason to do so. I can simplify the script and the actions (no need for a variable). I can do that! :)

Share this post


Link to post
Share on other sites

Congratualtions on the release. I was skeptical when i first saw this but it really works wonderful!

Thanks for another cool addon. Now the osprey is useable :)

Share this post


Link to post
Share on other sites

Anyone down for some triple-mini-gun action? :D

th_arma2oa2011-12-0221-58-43-14.png

Share this post


Link to post
Share on other sites

Thanks WLD - I'm glad you like it! Maybe the RACS air force can work on getting some :D

v1.1 updated release available - see first post!

==============

CHANGELOG:

==============

v1.1: 12/4/2011

FIX: Corrected script error that was not removing the rear gun when "Dismount" was selected... eliminates potential for duplicate guns.

FIX: Improved "Get In" location for IDWS gunner. To enter the IDWS, the easiest way to get the "Get In" prompt is to crouch and look directly at the gun, or go to the side door and look at the ground.

Share this post


Link to post
Share on other sites

...

Update - see first post for v1.2 info and new screenshots.

This should be the final version unless a problem is detected! Assuming no problems I'll upload the MLODs in a few days.

Changes:

v1.2: 12/4/2011

NEW: Added script to initialize door guns for unmanned MV22. Now there are two ways to script the addition of the door guns! The original method is switchable with the action menu, and the new method simply adds the guns at the vehicle initialization. Script "init_doorguns.sqf". See script section of readme for more info.

NEW: Added new MV22 units with door guns for US, USMC, and BAF. The manned MV22 Door Gunner versions for USMC, US, and BAF are found under Air > MV22-Door Guns (also under Empty > Air).

FIX: Corrected script error that was not removing the rear gun when "Dismount" was selected... eliminates potential for duplicate guns.

FIX: Improved "Get In" location for IDWS gunner. To enter the IDWS, the easiest way to get the "Get In" prompt is to crouch and look directly at the gun, or go to the side door and look at the ground.

Share this post


Link to post
Share on other sites

Great addon! If someone could fix the MV-22 flight model that would be great too! The very slow rotation in the hover has always annoyed me.

I'm using the 1.60RC is it me or have things changed slightly? Autohover does not work and you have to set the engine position manually on the MV-22, F-35 and AV-8B?

Share this post


Link to post
Share on other sites

Hey i have a problem ,When i use the action ''Mount Door Guns''i get an error ,this is the following error ''Script mv22reargunner.sqf not found'' please help ?

Share this post


Link to post
Share on other sites
Hey i have a problem ,When i use the action ''Mount Door Guns''i get an error ,this is the following error ''Script mv22reargunner.sqf not found'' please help ?

It sounds like the script wasn't copied into the mission folder. Recommend using the other script intead because it is easier to use:

"init_doorguns.sqf":

1. Add this to the vehicle's init in the editor:

scr = this execVM "init_doorguns.sqf";

2. Copy the script into the mission folder.

Share this post


Link to post
Share on other sites
It sounds like the script wasn't copied into the mission folder. Recommend using the other script intead because it is easier to use:

"init_doorguns.sqf":

1. Add this to the vehicle's init in the editor:

scr = this execVM "init_doorguns.sqf";

2. Copy the script into the mission folder.

hey ,still not working ,but i dont understand the part i have to copy the script in the mission folder ,can you help me ? i realy want this mod to work ,look amazing!

Share this post


Link to post
Share on other sites

Not sure exactly what you are asking on this - the missions are saved into your documents, so you need to copy the SQF file into the same place as your mission.sqm file.

Share this post


Link to post
Share on other sites

Cool - I don't know how many attachTo weapons I used through time, countless. Yours reminds me of my ZSU gunpod that I just attached upside down to the bottom of a C130 :D

I can tell you spent more time on yours, appreciated!

Cheers,

VictorFarbau

Share this post


Link to post
Share on other sites

Thanks Victor! I need to follow-up with you for your VFladders project - I'll send you a PM.

Share this post


Link to post
Share on other sites

Nope ,still not working i copied the scrip from the Addon folder and pasted it in the Mission folder and isnt working

Share this post


Link to post
Share on other sites
Nope ,still not working i copied the scrip from the Addon folder and pasted it in the Mission folder and isnt working

All I can say is to try the included mission to see if it works there.

Share this post


Link to post
Share on other sites

OK. The only two things required in the mission folder (in your documents folder) is the mission.sqm file and the SQF script file. That's it. If you save the mission as a new name, the script MUST be copied into the new folder. If all that works then you must have a problem with how the mod was installed.

Share this post


Link to post
Share on other sites

Is this for Arma 2 OA??? cause when i try to open it in the game editor and load the game. it goes to the white screen and i get error making me close program.. please help me

Share this post


Link to post
Share on other sites

Yes, it requires OA!

As per the README:

======================

INSTALLATION :

======================

Dependencies: Requires OA.

Share this post


Link to post
Share on other sites

YOU KNOW...

That SOC-R boat looks pretty nice! It would seem I've seen those IRL and it makes more sense to have something like that. It doesn't seem anyone has yet to model one. I bet I could get the BIS PBR (sample model) set up like that! :) I'll have to do some digging around.

Share this post


Link to post
Share on other sites

Version 2.0 released! New version with new features! The guns now work in MP! :) See first post...

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×