loki 1 Posted June 2, 2014 (edited) 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 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 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 June 30, 2014 by Loki Share this post Link to post Share on other sites
autumn 10 Posted June 3, 2014 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
loki 1 Posted June 3, 2014 (edited) 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 June 30, 2014 by Loki Share this post Link to post Share on other sites
kklownboy 43 Posted June 3, 2014 awesome, will blow something up ASAP. Share this post Link to post Share on other sites
PVT Watt.J 14 Posted June 3, 2014 Cursortarget might work better than intersect. Share this post Link to post Share on other sites
loki 1 Posted June 3, 2014 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
PVT Watt.J 14 Posted June 3, 2014 What about using screentoworld to handle positioning (though that too may be blocked underwater). Share this post Link to post Share on other sites
Butcher_ak 1 Posted June 3, 2014 Running it up the middle!... Share this post Link to post Share on other sites
das attorney 858 Posted June 3, 2014 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
loki 1 Posted June 4, 2014 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
Drakenof 11 Posted June 4, 2014 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
loki 1 Posted June 4, 2014 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
diesel5187 73 Posted June 4, 2014 Great release! hope to see it in a mission real soon! Share this post Link to post Share on other sites
loki 1 Posted June 5, 2014 (edited) 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 June 5, 2014 by Loki Share this post Link to post Share on other sites
helio 12 Posted June 5, 2014 This look great! Will try it out asap! :) Share this post Link to post Share on other sites
Drakenof 11 Posted June 5, 2014 This look great!Will try it out asap! :) In concur. Looks great. Share this post Link to post Share on other sites
diesel5187 73 Posted June 5, 2014 This is beautiful, thank you for the hard work! Share this post Link to post Share on other sites
loki 1 Posted June 5, 2014 (edited) :) 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 June 30, 2014 by Loki Share this post Link to post Share on other sites
Butcher_ak 1 Posted June 5, 2014 The Newer Tweaks look good Loki. Slider Timer Bar is smooth.... Share this post Link to post Share on other sites
loki 1 Posted June 6, 2014 little clearer about cursorTarget underwater if needed. Share this post Link to post Share on other sites
Guest Posted June 6, 2014 New version frontpaged on the Armaholic homepage. Explosives attachTo Objects - [JTAC] alpha 5 ================================================ 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
Electricleash 133 Posted June 6, 2014 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
loki 1 Posted June 6, 2014 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
loki 1 Posted June 8, 2014 (edited) 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 June 30, 2014 by Loki Share this post Link to post Share on other sites