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여보세요. 경. 나는 당신의 애드온을 내 arma 개인용 서버를위한 팩 모음으로 비상업적 인 무료 적으로 만 사용할 수있게하고 싶습니다. 그리고 내가 addons을 많이 사용하므로 패키지를 유용하게 감시하고 싶다.

피즈 나 허가?

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update

Quote

FIX: SRBM function now works wtih AI units
IMPROVED: Missile artillery blast radius

 

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Great mod sir!!

but The zil135 truck really need an improvement on details and some texture to look like more realistic the other vehicles looks very very nice but this one!!

-can we see a zil-130 in your future project 

thank you sir in advance 

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Update!
 

Quote

FIX: SCUD launch script range check to avoid stuck looping issues << this should fix SCUD failure to fire issues
IMPROVED: SCUD gunner view
IMPROVED: Artillery HE fire mission behavior
IMPROVED: Artillery fire mission rounds now affected by wind
NEW: Artillery "SPOT" mission for 1x smoke spotter round
NEW: Long-burn artillery ILLUMINATION fire mission flare round

 

 

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Would you be so kind as to add the list of custom magazines artillery by type of artillery?

 

As this information can be used ADDON artillery to use in Vcom (use the FFE scritpt) and in HETMAN.

It is used like this:

1.-VCOM:

The format is

 RydFFE_Add_Other ([]) - here you can list classnames of other custom artillery units (lowercase only!), That are being controlled by “FFE”, if are using custom magazines (classes added here shouldn't be added to any other “add "Array).

 

EXAMPLE:

 

Create an init.sqf file and add:

RydFFE_Debug = true;
RydFFE_ShellView = true;
RydFFE_FO = ["vme_CH4B", "I_UAV_02_CAS_F", "I_UGV_01_rcws_F", "CUP_I_RACS_SL"]; 


 

RydFFE_Add_Other = [


 [["pook_2S19_OPFOR"], ["pook_152mm_30rdHE", "pook_152mm_30rdHE", "pook_152mm_30rdHE", "", ""]]

];

 

 

2.HETMAN

The format is

In HAL this is RydHQ_Add_OtherArty, which should be used instead of RHQ_Mortars (RHQ_Mortars is for mortars, also custom, but only those using vanilla ammunition). Rest works same way.

 

 

EXAMPLE:


Within the init.sqf file created add the following lines (NOTE, this scrip is much more complex, this is only to add artillery):

RydFFE_FOClass = ([

"O_mas_afr_hd_recon_JTAC_F",
"O_mas_afr_recon_JTAC_F",
"I_UAV_02_dynamicLoadout_F",
"I_UAV_02_CAS_F",
"I_UAV_01_F",
"I_UGV_01_F",
"I_UGV_01_rcws_F",
"CUP_I_RACS_RoyalCommando",
"CUP_I_RACS_RoyalGuard",
"CUP_I_RACS_RoyalMarksman",
"CUP_I_RACS_SL"


]);

RHQ_Art = [

"rhsusf_m142_usarmy_wd",
"rhsusf_m142_usarmy_d",
"rhsusf_m109d_usarmy",
"rhsusf_m109_usarmy",
"B_MBT_01_arty_F",
"B_MBT_01_mlrs_F",
"CUP_I_M252_RACS",
"CUP_I_M119_RACS",
"pook_2S19_RACS"

];

RydHQ_Add_OtherArty = [

    [["CUP_I_M119_RACS"], ["CUP_30Rnd_105mmHE_M119_M", "CUP_30Rnd_105mmLASER_M119_M", "CUP_30Rnd_105mmWP_M119_M", "CUP_30Rnd_105mmS_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM"
[["pook_2S19_RACS"], ["pook_152mm_30rdHE", "pook_152mm_40rdHE", "pook_ARTY_12rdSMK", "pook_ARTY_30rdILM", "", ""]],
    [["rhsusf_m109d_usarmy", "rhsusf_m109_usarmy"], ["rhs_mag_155mm_m795_28", "rhs_mag_155mm_m712_2", "rhs_mag_155mm_m864_3", "rhs_mag_m," rhs_mag_m_5 "
    [["rhsusf_m142_usarmy_wd", "rhsusf_m142_usarmy_d"], ["rhs_ammo_m26a1_rocket", "rhs_ammo_m26a1_rocket", "rhs_ammo_m26a1_rocket"] ",", "
// [["" pook_2S19_OPFOR "], [" pook_152mm_30rdHE "," pook_152mm_30rdHE "," pook_152mm_30rdHE "," "," "]]
[["pook_2S19_OPFOR"], ["pook_152mm_40rdHE", "pook_152mm_40rdHE", "pook_152mm_40rdHE", "", ""]]

  ];


Thanks in advance

Atomicboy

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it seems to me that FFE uses Pook arty assets without additional editing of configs. it worked, at least for 2S7 and the TOS, which I have tried in test mission.

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Sorry I'm not following - what list exactly are you asking about?  Magazine types?

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19 hours ago, hcpookie said:

Sorry I'm not following - what list exactly are you asking about?  Magazine types?

 

yes, more or less list classnames of list of arty pieces classnames (lowercase)],list of magazines for these classes in order: primary (HE), rare (WP, Cluster…),secondary (used instead of HE – guided, laser…),smoke, illum]], …

 

 

 

BR.

 

AtomicBoy

Edited by AtomicBoy

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2 hours ago, hcpookie said:

And for what reason exactly?

 

with this information can be used ADDON POOK ARTY PACK artillery to use in Vcom (use the FFE scritpt) and in HETMAN.

 

thanks

 

 

 

 

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These are the current classnames for the units...

Spoiler
Quote

        units[] = {
            "pook_2S19_OPFOR","pook_2S19_BLUFOR","pook_2S19_INDFOR",
            "pook_2S1_OPFOR","pook_2S1_BLUFOR","pook_2S1_INDFOR",
            "pook_2S1_OPFOR","pook_2S1_BLUFOR","pook_2S1_INDFOR",
            "pook_2S3_OPFOR","pook_2S3_BLUFOR","pook_2S3_INDFOR",
            "pook_2S5_OPFOR","pook_2S5_BLUFOR","pook_2S5_INDFOR",
            "pook_TOS1A_OPFOR","pook_TOS1A_BLUFOR","pook_TOS1A_INDFOR",
            "pook_MZKT_AMMO_OPFOR","pook_MZKT_AMMO_BLUFOR","pook_MZKT_AMMO_INDFOR",
            "pook_A222_OPFOR","pook_A222_BLUFOR","pook_A222_INDFOR",
            "pook_4K51_OPFOR","pook_4K51_BLUFOR","pook_4K51_INDFOR",
            "pook_3K60_OPFOR","pook_3K60_BLUFOR","pook_3K60_INDFOR",
            "pook_9K58_OPFOR","pook_9K58_BLUFOR","pook_9K58_INDFOR",
            "pook_9K57_OPFOR","pook_9K57_BLUFOR","pook_9K57_INDFOR",
            "pook_9K57M_OPFOR","pook_9K57M_BLUFOR","pook_9K57M_INDFOR",
            "pook_9K52_OPFOR","pook_9K52_BLUFOR","pook_9K52_INDFOR",
            "pook_SCUD_OPFOR","pook_SCUD_BLUFOR","pook_SCUD_INDFOR",
            "pook_9K720_OPFOR","pook_9K720_BLUFOR","pook_9K720_INDFOR",
            "pook_9K720K_OPFOR","pook_9K720K_BLUFOR","pook_9K720K_INDFOR",
            "pook_K300P_OPFOR","pook_K300P_BLUFOR","pook_K300P_INDFOR"

 

 

 

 

// CUP units


            "pook_2S19_RU","pook_2S19_TAK","pook_2S19_INS","pook_2S19_TKINS","pook_2S19_CDF","pook_2S19_CDF_IND","pook_2S19_GUE","pook_2S19_TKGUE","pook_2S19_RACS","pook_2S19_SLA",
            "pook_2S1_RU","pook_2S1_TAK","pook_2S1_INS","pook_2S1_TKINS","pook_2S1_CDF","pook_2S1_CDF_IND","pook_2S1_GUE","pook_2S1_TKGUE","pook_2S1_RACS","pook_2S1_SLA",
            "pook_2S3_RU","pook_2S3_TAK","pook_2S3_INS","pook_2S3_TKINS","pook_2S3_CDF","pook_2S3_CDF_IND","pook_2S3_GUE","pook_2S3_TKGUE","pook_2S3_RACS","pook_2S3_SLA",
            "pook_2S5_RU","pook_2S5_TAK","pook_2S5_INS","pook_2S5_TKINS","pook_2S5_CDF","pook_2S5_CDF_IND","pook_2S5_GUE","pook_2S5_TKGUE","pook_2S5_RACS","pook_2S5_SLA",
            "pook_MZKT_AMMO_RU","pook_MZKT_AMMO_TAK","pook_MZKT_AMMO_INS","pook_MZKT_AMMO_SLA","pook_MZKT_AMMO_TKINS","pook_MZKT_AMMO_CDF","pook_MZKT_AMMO_CDF_IND","pook_MZKT_AMMO_GUE","pook_MZKT_AMMO_TKGUE","pook_MZKT_AMMO_RACS",
            "pook_A222_RU","pook_A222_TAK","pook_A222_INS","pook_A222_TKINS","pook_A222_CDF","pook_A222_CDF_IND","pook_A222_GUE","pook_A222_TKGUE","pook_A222_RACS","pook_A222_SLA",
            "pook_SCUD_RU","pook_SCUD_TAK","pook_SCUD_INS","pook_SCUD_TKINS","pook_SCUD_CDF","pook_SCUD_CDF_IND","pook_SCUD_GUE","pook_SCUD_TKGUE","pook_SCUD_RACS","pook_SCUD_SLA",
            "pook_4K51_RU","pook_4K51_TAK","pook_4K51_INS","pook_4K51_TKINS","pook_4K51_CDF","pook_4K51_CDF_IND","pook_4K51_GUE","pook_4K51_TKGUE","pook_4K51_RACS","pook_4K51_SLA",
            "pook_3K60_RU","pook_3K60_TAK","pook_3K60_INS","pook_3K60_TKINS","pook_3K60_CDF","pook_3K60_CDF_IND","pook_3K60_GUE","pook_3K60_TKGUE","pook_3K60_RACS","pook_3K60_SLA",
            "pook_9K58_RU","pook_9K58_TAK","pook_9K58_INS","pook_9K58_TKINS","pook_9K58_CDF","pook_9K58_CDF_IND","pook_9K58_GUE","pook_9K58_TKGUE","pook_9K58_RACS","pook_9K58_SLA",
            "pook_9K57_RU","pook_9K57_TAK","pook_9K57_INS","pook_9K57_TKINS","pook_9K57_CDF","pook_9K57_CDF_IND","pook_9K57_GUE","pook_9K57_TKGUE","pook_9K57_RACS","pook_9K57_SLA",
            "pook_9K57M_RU","pook_9K57M_TAK","pook_9K57M_INS","pook_9K57M_TKINS","pook_9K57M_CDF","pook_9K57M_CDF_IND","pook_9K57M_GUE","pook_9K57M_TKGUE","pook_9K57M_RACS","pook_9K57M_SLA",
            "pook_9K52_RU","pook_9K52_TAK","pook_9K52_INS","pook_9K52_TKINS","pook_9K52_CDF","pook_9K52_CDF_IND","pook_9K52_GUE","pook_9K52_TKGUE","pook_9K52_RACS","pook_9K52_SLA",
            "pook_TOS1A_RU","pook_TOS1A_TAK","pook_TOS1A_INS","pook_TOS1A_TKINS","pook_TOS1A_CDF","pook_TOS1A_CDF_IND","pook_TOS1A_GUE","pook_TOS1A_TKGUE","pook_TOS1A_RACS","pook_TOS1A_SLA",
            "pook_9K720_RU","pook_9K720_TAK","pook_9K720_INS","pook_9K720_SLA","pook_9K720_TKINS","pook_9K720_CDF","pook_9K720_CDF_IND","pook_9K720_GUE","pook_9K720_TKGUE","pook_9K720_RACS",
            "pook_9K720K_RU","pook_9K720K_TAK","pook_9K720K_INS","pook_9K720K_SLA","pook_9K720K_TKINS","pook_9K720K_CDF","pook_9K720K_CDF_IND","pook_9K720K_GUE","pook_9K720K_TKGUE","pook_9K720K_RACS",
            "pook_K300P_RU","pook_K300P_TAK","pook_K300P_INS","pook_K300P_SLA","pook_K300P_TKINS","pook_K300P_CDF","pook_K300P_CDF_IND","pook_K300P_GUE","pook_K300P_TKGUE","pook_K300P_RACS"
        };

 

 

And these are all the magazines supported by the resident Arty function (as documented in the first post):

Spoiler
Quote

_AH = [  // HE
    "pook_152mm_30rdHE",
    "pook_152mm_40rdHE",
    "pook_122mm_40rdHE",
    "pook_130mm_40rdHE",
    "pook_TOS1_mag",
    "pook_9M55_mag",
    "pook_9M27_mag",
    "pook_4K51_mag",                // GBM
    "pook_3K60_mag",
    "pook_9K52_mag",
    "pandur_48rd_120mm_HE",
    "CUP_40Rnd_GRAD_HE",
    "CUP_12Rnd_MLRS_HE",
    "CUP_30Rnd_122mmHE_D30_M",
    "CUP_30Rnd_122mmWP_D30_M",
//    "CUP_30Rnd_122mmLASER_D30_M",
    "CUP_30Rnd_105mmHE_M119_M",
    "CUP_30Rnd_105mmWP_M119_M",
//    "CUP_30Rnd_105mmLASER_M119_M",
    "VME_Type86_30rndHE",            // VME_PLZ05_Cannon, VME_Type86_122mm_Cannon | VME_PLA_Type86, VME_PLA_PLZ07, VME_PLA_PLZ05
    "vme_122mm_RKT_x40",            // 122mm MLRS | PLA_PHZ81, VME_PLA_PHZ10
    "vme_PHL03_mag",                // 300mm MLRS | PLA_PHL03
    "VME_Mortar120mm_30rndHE",        // 120mm SP arty | vme_PLL05
    "RHS_mag_m1_he_12",                // RHS_weap_M119 | RHS_M119_base
    "rhs_mag_155mm_m795_28",        // rhs_weap_m284 | rhsusf_m109tank_base
//    "rhs_mag_155mm_m712_2",
    "rhs_mag_of462",                // rhs_weap_D30 | rhs_D30_base
    "rhs_mag_of462_10",
    "rhs_mag_3of56",
    "rhs_mag_3of56_10",
    "rhs_mag_bk6m",
    "rhs_mag_bk13",
//    "rhs_mag_3of69m",
//    "rhs_mag_3of69m_2",
    "rhs_mag_HE_2a33",                // RHS_Weap_2a33 | rhs_2s3tank_base
    "rhs_mag_WP_2a33",
//    "rhs_mag_LASER_2a33",
    "rhs_12Rnd_m821_HE",            // rhs_mortar_81mm | RHS_M252_Base
    "rhs_1Rnd_m821_HE",
    "rhs_mag_3vo18_10",                // rhs_weap_2b14 | rhs_2b14_82mm_Base
    "RHS_mag_40Rnd_122mm_rockets",    // rhs_weap_grad | RHS_BM21_MSV_01
    "rhs_mag_m31_6",                // rhs_weap_mlrs_guided | rhsusf_himars_base
    "rhs_mag_mgm164_block4_1",        // rhs_weap_atacms_guided | rhsusf_himars_atacms_base
    "rhs_mag_mgm168_block4_1",
    "32Rnd_155mm_Mo_shells",        // ... BIS ...
    "8Rnd_82mm_Mo_shells",
    "8Rnd_82mm_Mo_guided",
//    "8Rnd_82mm_Mo_LG",
    "2Rnd_155mm_Mo_guided",
//    "2Rnd_155mm_Mo_LG",
    "12Rnd_230mm_rockets"
];
_AS = [  // SMOKE
    "pook_ARTY_12rdSMK",
    "CUP_30Rnd_105mmSMOKE_M119_M",
    "CUP_30Rnd_122mmSMOKE_D30_M",
    "VME_Type86_30rndSMOKE",
    "rhs_mag_m60a2_smoke_4",
    "rhs_mag_155mm_m825a1_2",
    "rhs_mag_d832du_10",
    "rhs_mag_d462",
    "rhs_mag_d462_2",
    "rhs_mag_SMOKE_2a33",
    "6Rnd_155mm_Mo_smoke",
    "8Rnd_82mm_Mo_Smoke_white",
    "Smoke_120mm_AMOS_White"
];
_AL = [  // ILUM
    "pook_ARTY_30rdILM",
    "CUP_30Rnd_105mmILLUM_M119_M",
    "CUP_30Rnd_122mmILLUM_D30_M",
    "VME_Type86_30rndILLUM",
    "rhs_mag_m314_ilum_4",
    "rhs_mag_155mm_485_2",
    "rhs_mag_3vs25m_10",
    "rhs_mag_53_va_832a_10",
    "rhs_mag_s463",
    "rhs_mag_s463_2",
    "rhs_mag_ILLUM_2a33",
    "8Rnd_82mm_Mo_Flare_white"
];
_AC = [  // CBU
    "rhs_mag_155mm_m864_3",
    "rhs_mag_m26_6",
    "rhs_mag_m26a1_6",
    "rhs_mag_xm29_6",
    "rhs_mag_m30_6",
    "rhs_mag_mgm140a_1",
    "rhs_mag_mgm140b_1",
    "rhs_mag_mgm164_block2_1",
    "CUP_12Rnd_MLRS_DPICM",
    "2Rnd_155mm_Mo_Cluster"
];

 

 

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8 hours ago, hcpookie said:

These are the current classnames for the units...

  Reveal hidden contents

 

 

And these are all the magazines supported by the resident Arty function (as documented in the first post):

  Reveal hidden contents

 

 

 

8 hours ago, hcpookie said:

These are the current classnames for the units...

  Reveal hidden contents

 

 

And these are all the magazines supported by the resident Arty function (as documented in the first post):

  Reveal hidden contents

 

 

 

Thank you so much for everything

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I know many have commented on the apparent player viewdistance "bubble" limitations that have caused the nuke scripts to fail to fire.  So I am writing a script to (hopefully) address these in-game limitations.

 

The script will give the gunners that shoot the nuke missiles the ability to view the nuke explosion from a remote drone.  This is only in consideration of the apparent player viewdistance "bubble" limitations that have caused the nuke scripts to fail to fire, and not a "let's spawn a bunch of quad copters" script.  I am still tweaking this script (when my computer stops bluescreening) but it looks VERY promising!

 

Interestingly, it appears in my very recent testing that when the viewdistance is 12km, nuke missions beyond that range will still trigger the scripts, which is different than from a few months ago.  I've tested out to 34km on the CUP maps.  I'm not sure what is causing missions > 12km away to suddenly start working... but I'm not complaining! 

 

In its current form, the script lets the gunner see the nuke up close via the drone camera.  The idea is that you can launch the nuke, and as the gunner, spawn a drone close to the blast so you can observe the blast remotely from your vehicle.  The  script spawns one of the quad copter drones and puts you in the camera view of the drone "gunner".  The drone only lives for 2 minutes so it shouldn't affect any game balance issues by allowing "peeking" where drones may otherwise not be permitted (e.g. on MP servers).

 

I'm going to add a check for a variable in the missionNameSpace so it can be toggled on/off if MP servers wouldn't want this ability. 

 

The good thing is that, in theory, even those long-range nuke missions should now succeed regardless of player view bubble distance settings.

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Good news, I found a major problem that was causing the nuke missions to fail sometimes!  Nuke explosions should always succeed now 🙂  At least, the damage effects.

 

I'm revamping the nuke scripts to reduce lag and trying to ensure the effects always work.  I'm finding some of the effects failed due to differences in how "map objects" vs. "objects" are seen in the engine.

 

Also, the drone seems to be working quite well.  If you don't use the drone, the damage effects do appear to fire even outside view distance limitations.  So that's more good news 🙂

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New update!

Quote
  • IMPROVED: Nuke script optimizations
  • IMPROVED: Nuke damage scripts for buildings, map objects
  • IMPROVED: SSBM CBU coverage
  • NEW: 9K720 Iskander CBU and 5kt Nuclear missiles
  • NEW: Battle Damage Assessment (BDA) drone for nuke fire mission controller

 

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Another update

Quote

NEW: Gas masks now reduce nuclear fallout damage by half when players are within the radiation hot zone.  Support for gas masks from:
 - BIS Contact
 - Global Mobilization
 - Hidden Identify Pack
 - FAP Units

 

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Honestly haven't looked that deeply into Contact stuff yet.  I'm remodelling my basement bathroom and wondering when I'm going to have time to install my wood burning stove.  And the french drain.  And repair the fence.  And replace my jeep's front wheel hubs.  UGH... lol

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Just published a small update - I accidentally left the gas mask PBO's for testing, and I have removed them.  Sorry for the hassle!

 

As far as how to use the gas masks - gas masks now reduce nuclear fallout damage by half when players are within the radiation hot zone. Support for gas masks from:
- BIS Contact
- Global Mobilization
- Hidden Identity Pack
- FAP Units

To use, just put on the gas mask. When in the Hot Zone, you will suffer 50% less radiation damage with them on.

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Hey,

 

Great fan of your work. Decided to finally sign up to the forum just to ask this.

 

What would be the Init script for the scud to have the launcher erected? Rested? and Launching 

 

All i could find in the Wiki was Scudstate which I believe a status check.

 

Would This ["scudLaunch", _veh]; Work ?  

 

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