Jump to content
loki

[JTAC]_explosives attachTo

Recommended Posts

JTAC (Joint Tactical Arma Campaign) is proud to announce its first release of part of the engineer module from the JTAC game mode. This is just a fraction of the capability of the engineer and explosives specialist classes and of the JTAC game mode as a whole.

This module lets the player attach explosive satchels and explosive charges to most any object on the battlefield while also giving the player the ability to choose which explosives to detonate. The module is activated by a quick reaction key (~) and controlled by the mouse cursor. It was designed for quick use and accessibility due to the scenarios this would be used in.

If you enjoy this very small release from JTAC and would want more releases. Please show your support for JTAC and vote on us on make arma not war and spread the word about JTAC.

http://makearmanotwar.com/entry/7XLDnJUqCY#.U4viZvldWt9

https://www.facebook.com/JTAC.Arma3

FyuliAWl.jpg

Dedicated tested

JiP tested

be sure to watch in 1080. * this is an alpha

https://www.youtube.com/watch?v=Tie-fBLT3Pw&feature=youtu.be

ty to steam user for this video: Sathron_The Milkman

this is being done in hopes of getting some feedback of the flow and ease of use.

known issues:

there are still some anomalies in the code.

TO USE:

place a f7 module JTAC Engineer on map

place either an engineer or explosives unit on the map

hit play

IF the keybind menu pops up.. then you need to set you keys. make sure you remember which key will open the menu

otherwise if keys are set then it will just run without the popup.

what you need to know:

when you select a set charge, you can move the slider to set the amount of time. THEN hit the timer button.

underwater is clunky as hell.. but im pretty sure its an engine thing..

using cursorTarget you must be looking towards the center of an object.

so take your time when setting charges underwater to make sure you have a clean set. (SET WILL BE GREEN)

Arma Public License (APL)

http://www.bistudio.com/community/licenses/arma-public-license

APL.png

so here it is:

@JTAC.addons

whats new:

this is a self contained system that should work with any other systems.

custom input added

new charges added to the list.

this requires the JTAC_engineer module on the map.

ability to set custom classes and GUID's for editor

*important.. i HAVE NOT signed this yet. i would like it tested before people blindly toss shit on their dedicated. :)

thx to: Team JTAC

LOKI - core

HYWEL - input systems

J0NES - configs and addons form

aramholic link:

http://www.armaholic.com/page.php?id=25946

https://www.dropbox.com/s/ssea1ej2nu3yluy/%40JTAC.zip

Edited by Loki

Share this post


Link to post
Share on other sites

This looks like it will be a really useful addition to our modpack, in particular for our sappers and our special forces unit. Nice work!

Share this post


Link to post
Share on other sites

thx autumn

normally i wont release anything til its completed.. but im trying something new this time. community feedback as i build.

sooo... here is an early release. this is being done in hopes of getting some feedback of the flow and ease of use.

Things to remember:

features NOT added yet:

timer

add sets of charges to groups for sequential detonations.

known issues:

there are still some anomalies in the code.

the underwater intersect function is NOT finished.. so it doesn't work!

sometimes the set charges listbox will return the wrong charge name. BUT the selected set charge will still be correct.

this is tested for Dedicated AND JiP

have fun.. any ideas for features OR feedback.. send my way.. :)

and a giant thank you to [AW]conroy for his help with this.

Edited by Loki

Share this post


Link to post
Share on other sites
Cursortarget might work better than intersect.

that was the initial route taken when this was being built. problem is (from my tests).. is cursorTarget does not allow for placement 'anywhere' on an object.

intersect allows the player to trace the contour of said object. which allows placement of explosives in all the little nooks and crevices. (doom on any who don't sweep thier vehicles when im playing :biggrin_o: )

with that said.. when underwater.. i do think i'll have to go the cursorTarget route. though at this stage.. im not convinced 110% on the best and most reliable way to meet my criteria.

Share this post


Link to post
Share on other sites

What about using screentoworld to handle positioning (though that too may be blocked underwater).

Share this post


Link to post
Share on other sites
What about using screentoworld to handle positioning (though that too may be blocked underwater).

I tested screenToWorld for something similar and it only seems to return the position of terrain, not objects.

Share this post


Link to post
Share on other sites
I tested screenToWorld for something similar and it only seems to return the position of terrain, not objects.

yep.. hmm.. i suppose i can do a combo of distance and setPos then.. so sloppy to have to code that way if so.

Share this post


Link to post
Share on other sites

Really nice job.

I realize it's still work in progress, but could you already make an addon version ( pbo ) out of that or you want to keep the mission format for now ?

Share this post


Link to post
Share on other sites
Really nice job.

I realize it's still work in progress, but could you already make an addon version ( pbo ) out of that or you want to keep the mission format for now ?

thanks and yes.. i will make addon form when i push the next release.

Share this post


Link to post
Share on other sites
Great release! hope to see it in a mission real soon!

thanks :)

timer function added..

after some trials...

seems to be working.. as usual.. 1st you make it work.. then you make it pretty.

Edited by Loki

Share this post


Link to post
Share on other sites
This look great!

Will try it out asap! :)

In concur. Looks great.

Share this post


Link to post
Share on other sites

:) i really appreciate the comments.

here is v5 alpha

whats new:

basic timer function

underwater function

what you need to know:

when you select a set charge, you can move the slider to set the amount of time. THEN hit the timer button.

underwater is clunky as hell.. but im pretty sure its an engine thing..

using cursorTarget you must be looking towards the center of an object.

so take your time when setting charges underwater to make sure you have a clean set. (SET WILL BE GREEN)

test this out and let me know. ill make changes as needed.

Edited by Loki

Share this post


Link to post
Share on other sites



little clearer about cursorTarget underwater if needed.

Share this post


Link to post
Share on other sites
Guest

New version 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!

Share this post


Link to post
Share on other sites

awesome! ty :)

Share this post


Link to post
Share on other sites

Really nice!

Might I suggest an 'Abort' button for the countdown timer, could prove useful in certain situations.

Edit: Unless I'm being really blind and it's already implemented ;)

E

Share this post


Link to post
Share on other sites
Really nice!

Might I suggest an 'Abort' button for the countdown timer, could prove useful in certain situations.

E

thanks and..

yep.. thats a good idea.. and no your not blind..:)

Share this post


Link to post
Share on other sites

new version: alpha 6

whats new:

interface changes

abort button for timed explosives (still a little funky)

internal code restructure

*next version will have user key binding option.. its done.. just didn't put it in yet.

** ill put this in a addon soon.. i just want it solid before it is set loose in peoples games. :)

keep the feedback coming! good bad or ugly.. this needs to be the best possible.

Edited by Loki

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

×