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florianmuellerch

ArmA 3: Speed Radars!

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I know everyone was just waiting for exactly this, and now it's finally done for ArmA 3!

Get yourself busted by a Radar Trap!

My first mod so far adds 5 objects to ArmA 3: 5 different speed radar models.

See this trailer for initial information of the awesome:

Benefits of this wonderful speeding trap:

- 5 wonderful models

- Additional flashlight function (not automatically)

- Customizable callback (in which you can call the flashlight)

- aaaaaand it's awesome

29z5.png

Download

- Mirror #1 (dropbox.com, v1.2)

- Mirror #2 (mega.co.nz, v1.2)

Install

- Copy the contained mod folder "@SpeedRadar" into your ArmA 3 directory (usually C:\Users\Yourname\Documents\Arma 3\)

- Go to the game, to your extension settings and activate the mod

- Or you add the mod in your game start command (-mod=@SpeedRadar)

- Go to Editor

- Place the desired radar trap (they're at "Empty > Structures")

- Just enter the correct code into the initialization block and you're ready to go

Usage

Before you can use the speed radar, please ensure you have the following information:

- Heading of the street (degrees)

- Maximum speed (please keep an eye on the signs, it ain't much fun if you get busted for driving slower than allowed :P)

For the initialization-block, you can use the file speedradar.sqf. You must pass the following parameters:

- The radar object (this)

- The direction of the street (tolerance for the passing vehicle is +- 30°) => for mobile radars, use -1 (see Update v1.2)

- The maximum speed in km/h

- Your callback piece of code

In the callback you recieve three parameters:

- The player object that overspeeded (in case of a multiman-vehicle it's the driver)

- The speed they went

- The maximum allowed speed

You may ensure that you allow some tolerance for the radar will measure exactly.

nul = [this,45,80,{ hint "busted!" }] execVM "\SpeedRadar\speedradar.sqf";

On this one, you already get a hint if you drive too fast.

You may use the flashlight function which plays a little sound and displays two flashing white lights. Just call PEG_fnc_SpeedRadarFlash:

[] execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf";

After someone gets busted, the radar has to "reload" for five seconds. Please acknowledge that you simply can't be too fast ;)

Singleplayer vs. Multiplayer

The worst issue about that is having the players to download the mod themselves. On this topic, you might want to vote up my feedback issue: http://feedback.arma3.com/view.php?id=16737.

The speedradar performs his checks only on the serverside and only once. So ensure that only the local client of the overspeeder shows the flashlight (so don't use it directly in the callback, for only the server would see it).

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

UPDATE v1.2

The new Update contains the following fixes and enhancements:

- Fixed error of missing textures (Sorry, my first addon so far ^^)

- Added a 5th radar trap (mobile!)

- Added red flashlight

- Opposite direction will now also be busted

- Minor bugfixes and enhancements

Red Flashlight

To set the color of the flashlight to red, just edit your call of PEG_fnc_SpeedRadarFlash:

Default flashlight:

[] execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf";

Red flashlight:

["RED"] execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf";

Alternative Syntax:

"RED" execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf";

Mobile Radar Traps

http://d3j5vwomefv46c.cloudfront.net/photos/large/847669837.png (211 kB)

To be able to use a radar trap for mobile busting, ensure that you set the street heading parameter on speedradar.sqf to -1! This means the radar continously updates his direction and takes just the direction it looks at.

Sample:

Init-Block

nul = [this,-1,80,{ hint "busted!" }] execVM "\SpeedRadar\speedradar.sqf";

Use it mobile:

myRadar5 attachTo [myQuad,[0,-1.5,-0.35]];

You now have a radar trap behind your quad which is continously active. You can drive on a road with it and if someone bypasses you he gets busted ;)

Place the radar trap again:

detach myRadar5;

Finally just one thing: HAVE FUN!

Please report any issues in this thread or via PM! :)

Regards, florianmuellerCH aka. PEGASUS

PS: I won't do any more updates on it (except serious bugs) for I'm a real beginner in creating mods, addons and 3D models (you can see it if you take a closer look at the speed radars...). You might want to see the development files to use it by your own. You can edit and redistribute them as you want, but please add some credits :)

Edited by florianmuellerCH
Update v1.2

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Put these in a checkpoint and bust some people because you have nothing else to do. Arma 3, suburban police simulator.

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I know that this is not supposed to be taken very seriously, but it could be a nice little touch for life servers.

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It was a quite nice opportunity to refresh my old mathematical knowledge again :P but thanks anyway for the feedback :)

...oh and did I mention, the textures are made with mspaint ^_^

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Release frontpaged on the Armaholic homepage.

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

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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This is a great addon! :yay: It will go very well with Max Cops and Robbers Mod and other released police stuff... Thanks again, much appreciated.

Dirty Haz

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Haha was just thinking that (above post)

Very nice mate!

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Jinker, you can access this information in your callback. Pass a code like this, for example:

nul = [this,45,80,{
   //"_this select 0" is the driver
   //"_this select 1" is his speed
   //"_this select 2" is the allowed speed (80 in this example)

   titleText [format ["You %1 drove %2 but only %3 are allowed",name (_this select 0),_this select 1,_this select 2],"PLAIN"];
   [] execVM "\SpeedRadar\PEG_fnc_SpeedRadarFlash.sqf";
}] execVM "\SpeedRadar\speedradar.sqf";

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You may have just single-handedly ensured the introduction and enforcement of speed limits in every Life mission. Clearly you wish to see the world burn.

  • Like 1

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I wonder if its possible to shrink, and have the radar system in a police vehicle?

I'd say this would work, although that'd need some nice repainted and remodeled vehicles. The functionality isn't a problem.

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Hi all !

Very great work, tested it on single mission and is great ;)

Do someone know how to add it client side (in mission) on an Altis life server ?

I can be very thankfull...

Many thanks in advance !

Best regards,

fouc

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This will only work if you let your players first download the speed radar and add it as a mod locally :/ This is because it contains a building (.p3d).

You may take a look at my bug report (http://feedback.arma3.com/view.php?id=16737) and vote for it, to finally let the addons be synchronized automatically :)

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Very nice job on these radars ! :bounce3: Thx.

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Anyone else getting a texture error whenever placing one in the editor?

It says it can't find the texture: "Between.paa"

Any idea of way around this?

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