zephyrdark 10 Posted April 15, 2012 (edited) Background Image Source: LinkThis script is a development of TacticalGamer.comCheck us out at http://www.tacticalgamer.com/armed-assault/ Summary: This script enables vehicles to be equipped with a Shot Detection System. The system is currently only able to detect RPG shots within 300m of the vehicle. The system will display a visual representation of the direction that the RPG was fired through the means of a clock-face and text stating the direction in clock-bearing. The system is based after the Boomerang Shot Detection that is currently in service around the world today. The script does not represent the system as true to real life, but uses it as a basis to work from. This script is ACE ready and will detect the various RPG projectiles included by the ACE Mod. Videos: yVLFwv6pIZw To Do: Add ability to detect rifle and other hand-held weapon shots Look into possible JIP issues Create Soldier mounted version with appropriate images and functionality Create non-vehicle based version for placement as a base defense system Make Boomerang model and turn into addon?? Credit: Scripting by Blackpython (Base script) & Hawke (Dialog) Audio by Unkl and Blackpython Images by LowSpeedHighDrag Instructions: Found in the ReadMe.txt in the file. Download: Mediafire Link (Please do not mirror without permission!) Edited April 15, 2012 by Zephyrdark Share this post Link to post Share on other sites
Dmented 10 Posted April 15, 2012 I've been looking for something like this for awhile. Really good work dude! Voice actor is good too, sounds realistic. Share this post Link to post Share on other sites
ffur2007slx2_5 11 Posted April 16, 2012 Smart, test it soon. Share this post Link to post Share on other sites
kremator 1065 Posted May 10, 2012 Does the script also work for vanilla Arma2? Share this post Link to post Share on other sites
zephyrdark 10 Posted May 31, 2012 Does the script also work for vanilla Arma2? It should. I do not believe I used any CBA elements in this script. Share this post Link to post Share on other sites
zephyrdark 10 Posted September 7, 2012 New WIP video: Changes so far: Range display Detects bullets instead of rockets now Detects only incoming shots (± 10 degrees towards vehicle) Added minimum detection range (alterable) I am working with some friends on making this into an addon. It will feature a usable microphone setup that can be attached to vehicles or placed on the ground. Will also start work on an individual soldier version. More to come. Share this post Link to post Share on other sites
kylania 568 Posted September 7, 2012 Sweet! Now to just tie this into a circling A-10 for instant response! :) Share this post Link to post Share on other sites
zephyrdark 10 Posted September 9, 2012 https://dl.dropbox.com/u/29314101/arma2oa%202012-09-08%2022-07-46-37.png (838 kb) ahh the pitfalls of a mast based anti sniper countermeasure https://dl.dropbox.com/u/29314101/arma2oa%202012-09-08%2022-15-01-43.png (890 kb) i blame python https://dl.dropbox.com/u/29314101/arma2oa%202012-09-08%2022-40-02-18.png (1182 kb) one more for the night well there will be more where that came from its nearly completed. Some WIP screens from the stationary version for base defense. Share this post Link to post Share on other sites
B1n4ry 10 Posted September 10, 2012 Nice script, keep it coming ;D I am working with some friends on making this into an addon. It will feature a usable microphone setup that can be attached to vehicles or placed on the ground. Will also start work on an individual soldier version. More to come. Cool, but can you keep a script version please? Share this post Link to post Share on other sites
zephyrdark 10 Posted September 11, 2012 Nice script, keep it coming ;DCool, but can you keep a script version please? The script version will still be around, I'll probably update it one last time with some of the changes; however, I cannot/will not release a script version with the increased functionality and models, etc. Share this post Link to post Share on other sites
zephyrdark 10 Posted September 28, 2012 WIP Update: Changes so far: Script is now an addon Ability to attach system to vehicle Ability to detach system from vehicle Attaching/Detaching enables/disables the system on the vehicle. WIP Model added Requires CBA and ACE Notes: Dependency on ACE may be removed in the future (TBD) CBA will be required no matter what. Share this post Link to post Share on other sites
pellejones 1 Posted September 29, 2012 oooooooooh nice! When do you think this will be released? Share this post Link to post Share on other sites
zephyrdark 10 Posted September 29, 2012 I've been working on it on and off for now. I'll probably be putting a lot more work into it in the near future. I'm currently waiting on the models at the moment. Share this post Link to post Share on other sites
SuperOPS 11 Posted November 15, 2012 (edited) Little bit of an Update from Zephyr and myself . https://dl.dropbox.com/u/29314101/TG/arma2OA%202012-11-14%2018-46-29-66.png (2169 kB) https://dl.dropbox.com/u/29314101/TG/arma2OA%202012-11-14%2019-04-11-86.png (2299 kB) https://dl.dropbox.com/u/29314101/TG/arma2OA%202012-11-14%2019-19-43-05.png (2195 kB) Edited November 15, 2012 by ECHO121 Share this post Link to post Share on other sites
GIAT industries 0 Posted November 30, 2012 Please, make a no-ACE version! Share this post Link to post Share on other sites
SuperOPS 11 Posted December 25, 2012 Please, make a no-ACE version! Currently its only compatible with ACE I will talk to Zephyr about it. Updates/ Issues We are literally one short coming from getting the model finished that is that I am having some issues getting the geo modeling functioning properly so you can run through it and cannot use it properly. I also am in need of some desert sand type camouflage but here are some screens of what it looks like now. It color is all wrong I will work to correct it if some one could help me with the geo mlod We can release as soon as its taken care of. https://dl.dropbox.com/u/29314101/TG/arma2OA%202012-12-25%2015-02-01-83.png (1783 kB) https://dl.dropbox.com/u/29314101/TG/arma2OA%202012-12-25%2015-02-19-63.png (1486 kB) https://dl.dropbox.com/u/29314101/TG/arma2OA%202012-12-25%2015-02-29-30.png (1213 kB) Share this post Link to post Share on other sites
zephyrdark 10 Posted January 7, 2013 I'll see what I can do with making a Non-ACE version. I won't guarentee it with the release of the ACE version, but I should be able to make one that will work. It will, however, still require CBA no matter what as a decent amount of the code relies on some of the CBA API. Share this post Link to post Share on other sites
SuperOPS 11 Posted May 7, 2013 Sorry for the delay I scratched the old model as I did not like and and began work on the new one. Face image by LowspeedHighDrag Share this post Link to post Share on other sites
SuperOPS 11 Posted July 2, 2013 I have nearly redone the inter model from scratch and Zypher Dark and I are begining to near the end with this project as the scripts are working and now we are just getting set to texture map the model and then paint it. Share this post Link to post Share on other sites
SuperOPS 11 Posted July 28, 2013 Nearly read for release just a few more bugs to iron out. Share this post Link to post Share on other sites
Hackerbie 10 Posted August 10, 2013 Nice Work looking forward to the release:) Share this post Link to post Share on other sites
SuperOPS 11 Posted August 13, 2013 https://dl.dropboxusercontent.com/u/29314101/screens/shotupdate.png (140 kB) updating mapping on the tripod < No its not final> Sadly Zephyrdark is no longer working on the project but Sniping Coward has come on board to assist me with finishing this project up so look for it on the battlefield soon. Share this post Link to post Share on other sites