Jump to content
Sign in to follow this  
Tova

Tab targeting for AI tank gunners

Recommended Posts

Hello !

 

I remember back in the older Arma games, when I was playing as a tank commander, I could press the Tab key (Next Target) and the AI gunner would pick the biggest threat and target it.

 

I was playing in Arma 3 today and for some reason, it doesn't seem to work, I also tried the Next Empty Target, Next Target (Vehicle) and Next Empty Target (Vehicle) keys but none of them seems to work ! 😓

 

Is there anyone who can walk me through it ?

 

PS: I'm not using any mod.

Share this post


Link to post
Share on other sites
29 minutes ago, Tova said:

Hello !

 

I remember back in the older Arma games, when I was playing as a tank commander, I could press the Tab key (Next Target) and the AI gunner would pick the biggest threat and target it.

 

I was playing in Arma 3 today and for some reason, it doesn't seem to work, I also tried the Next Empty Target, Next Target (Vehicle) and Next Empty Target (Vehicle) keys but none of them seems to work ! 😓

 

Is there anyone who can walk me through it ?

 

PS: I'm not using any mod.

Tanks don't have the "radar" anymore, so you need to reproduce the steps a real commander would. Find the target, designate it with T and oder the gunner to attack designated target.

  • Like 2

Share this post


Link to post
Share on other sites

Thanks @Beaglefor your answer !
I find it unfortunate that the "Radar"
got removed tho 😕

 

Also for those who might be interested in the future, I made a quick ready-to-use script to emulate that feature.

It's binded to the Tab key :

tab_radar_EH = (findDisplay 46) displayAddEventHandler ["KeyDown",
{	
	params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"];
	//hint format["%1", _key];
	if (_key!=15) exitWith{};
	_unit=player;
	_gunner= gunner vehicle player;
	_targetsArray=_unit nearTargets 10000;
	_targetsArray=_targetsArray apply {[_x select 3, -1*((_x select 0) distance _unit),_x select 4]};
	_targetsArray sort false;
	_nextTarget=[0,'nothing',objNull];
	{
		if ((isNull assignedTarget _gunner) or (_x select 2!=assignedTarget _gunner)) 
			exitWith {_nextTarget=_x;};
	} foreach _targetsArray;

	if (_nextTarget select 0 < 10) then {_nextTarget=objNull} else {_nextTarget=_nextTarget select 2};
	
	_gunner reveal _nextTarget;
	(_gunner) doWatch _nextTarget;
	(_gunner) commandTarget _nextTarget;
}];

 

Share this post


Link to post
Share on other sites
On 9/19/2019 at 7:18 PM, Tova said:

Thanks @Beaglefor your answer !
I find it unfortunate that the "Radar"
got removed tho 😕

 

Also for those who might be interested in the future, I made a quick ready-to-use script to emulate that feature.

It's binded to the Tab key :


tab_radar_EH = (findDisplay 46) displayAddEventHandler ["KeyDown",
{	
	params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"];
	//hint format["%1", _key];
	if (_key!=15) exitWith{};
	_unit=player;
	_gunner= gunner vehicle player;
	_targetsArray=_unit nearTargets 10000;
	_targetsArray=_targetsArray apply {[_x select 3, -1*((_x select 0) distance _unit),_x select 4]};
	_targetsArray sort false;
	_nextTarget=[0,'nothing',objNull];
	{
		if ((isNull assignedTarget _gunner) or (_x select 2!=assignedTarget _gunner)) 
			exitWith {_nextTarget=_x;};
	} foreach _targetsArray;

	if (_nextTarget select 0 < 10) then {_nextTarget=objNull} else {_nextTarget=_nextTarget select 2};
	
	_gunner reveal _nextTarget;
	(_gunner) doWatch _nextTarget;
	(_gunner) commandTarget _nextTarget;
}];

 

 

Sorry for the noon question. But how do I insert this script and it would have to be used in very vehicle I want to have that feature? 

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
Sign in to follow this  

×