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Grumpy Old Man

[Release] GOM - Ambient AA V1.2.1

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Sweet script thanks.  

Can't get it to work with the Faces of War Flak 36 but the Flak 30's fire fine.  

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14 hours ago, dystopian said:

Sweet script thanks.  

Can't get it to work with the Faces of War Flak 36 but the Flak 30's fire fine.  

 

Check if the position operating the flak36 gun is a gunner position. If it's a commander it might not work, could add a check for this in the future if that's the case.

 

Cheers

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Hey man, great script! I was wondering if it is possible to make AAA shoot in longer bursts (about 50 rounds and more). Wanted to make the new Praetorian (Phalanx CIWS) create a carrier defense ambience.

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Hi,

 

great Script looks realy nice

 

but i run in too some troubbles in my mission the AA guns will be destroyed and every time a plane destroys one i get this error

 

RPT Snapshot:

Error in expression <turret (assignedvehiclerole gunner _gun select 1);
_shotsleep = getNumber (confi>
Error position: <select 1);
_shotsleep = getNumber (confi>
Error Zero divisor
File C:\Users\*deleted*\Documents\Arma 3\missions\randommission.Tanoa\Ambient-AA\GOM_fnc_ambientAA.sqf, line 52

 

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@Grumpy Old Man Very nice ambient script, I found one bug, same as reported before me. I believe there are instances where the crew bails out which causes the 'assignedvehiclerole gunner _gun' array to be empty, so select 1 throws an error. I added the below line before it and I stopped seeing the error. Thanks.

 


if (assignedvehiclerole gunner _gun isEqualTo []) exitWith { true };

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15 hours ago, churrofighter said:

Since the DLC tanks the script is no longer working :down:

Interesting,

gonna look into it.

 

Cheers

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Updated to 1.2 with fixes as mentioned above and added parameter for custom rounds per salvo.

 

Cheers

  • Like 3

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Grumpy Old Boi i am currently working on a mission with your script, but both with it updated or with older version, i cant make ZSU39, Cheetah or Nyx to fire, they just turn the turret in right direction. I did tried with lot of other vechiles from CUP and RHS, no problem with them, can you assume what is the problem?

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46 minutes ago, Frenki said:

Grumpy Old Boi i am currently working on a mission with your script, but both with it updated or with older version, i cant make ZSU39, Cheetah or Nyx to fire, they just turn the turret in right direction. I did tried with lot of other vechiles from CUP and RHS, no problem with them, can you assume what is the problem?

ZSU39 and Cheetah should work fine, Nyx has the missiles selected by default, that might be causing the issue.

 

V1.2.1:

  • Fixed: Vehicles that had missiles selected as default would not fire

 

Let me know if you run into anything.

 

Cheers

 

  • Like 1

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I was using 20mm Nyx withouth rockets, but just like other two, he rises his gun towards sky but aint shooting. I will test it again today with 1.2.1 and will report back.

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I can see that theres some code in there to determine the firerate, but i'm an idiot and can't work out how to alter it? How would I do so?

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9 hours ago, Ketzl said:

I can see that theres some code in there to determine the firerate, but i'm an idiot and can't work out how to alter it? How would I do so?

Something like this will do:

 

test addEventhandler ["Fired",{
	params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
	_reloadTime = _unit getVariable ["TAG_fnc_fireRate",1];
     _unit setWeaponReloadingTime [_gunner, _muzzle, _reloadTime];
}];


test setVariable ["TAG_fnc_fireRate",0.75];

Where the value (0.75 as example) stands for seconds between rounds.

 

Cheers

  • Like 1
  • Thanks 1

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