Thunnder Bunny 0 Posted November 2, 2005 Has anyone/mod made a tone script for when your locking or being locked on? Would it even be possible? And if it were possible would it have to be made to work with individual aircraft or could it blanket the entire ofp aircraft spectrum of addons? I could see it livening up air to air battles Just wondering Share this post Link to post Share on other sites
shinRaiden 0 Posted November 2, 2005 Look at the BAS helos configs for how they played out the proper EH. Share this post Link to post Share on other sites
LoTekK 0 Posted November 2, 2005 The BAS choppers only handle warnings for when a missile has been launched at you. I believe Thunder Bunny is asking for something different. As far as I'm aware, though, there are no event handlers for acquiring and maintaining a lock, and I can't think of any hooks that you could access for such (though I'm admittedly a relative newbie when it comes to OFP scripting). Share this post Link to post Share on other sites
Thunnder Bunny 0 Posted November 2, 2005 You are correct, I actually had to dig up the bas choppers to test them out......haven't played with em in awhile Although it might have to do. I was looking for possibly a weak tone turning to strong tone when your on the tail of an aircraft or vice versa. Maybe a script concerning the hud/enemy info box......what ever it's called In my head I see an invisible box in front of the plane your flying. When you lock up an another plane in the box you get tone. But you loose it anywhere outside the box .... Now how to implement that is beyond me if it's even possible. Heh, can you tell I have no idea what I'm talking about Share this post Link to post Share on other sites
LizardX 0 Posted November 2, 2005 Yo, it's something like I'm working on, a working onboard dogfight/bombing radar. I have to tell you: it's a f@cking difficult task (since I'm not a scripting mofo) but not totally impossible. One big problem: I can tell you what your 'locked' target is, I can tell you if there's a non-locked plane in front of you, but I cannot tell you what your current weapon is so if you sit in a multi-armed fighter (like an F-4: Sidewinder plus Sparrow missiles) you will get a tone with both types (unrealistic) or you won't get a tone at all. Any clues? Share this post Link to post Share on other sites
Thunnder Bunny 0 Posted November 2, 2005 Once again lizard x you are ten steps ahead of my request I only wish I could help you with your scripts and aircraft. I know time is scarce on your end so maybe someone could workout the script part. Might the tone script work with aircraft with only one weapon set like aim9's or atolls? Share this post Link to post Share on other sites
SWIFT88 0 Posted November 3, 2005 Yo, it's something like I'm working on, a working onboard dogfight/bombing radar. I have to tell you: it's a f@cking difficult task (since I'm not a scripting mofo) but not totally impossible. One big problem: I can tell you what your 'locked' target is, I can tell you if there's a non-locked plane in front of you, but I cannot tell you what your current weapon is so if you sit in a multi-armed fighter (like an F-4: Sidewinder plus Sparrow missiles) you will get a tone with both types (unrealistic) or you won't get a tone at all. Any clues? spose you could have this in a SQS ?(_weapon == "Missile1"): goto "tonel" ?(_weapon == "Missile2"): goto "EXIT" exit #tonel BLAH BLAH (input to what you had) #exit Share this post Link to post Share on other sites
LizardX 0 Posted November 3, 2005 Okay but what's that sqs? Is it called by 'fired' EH? Naah, I want to catch the missile BEFORE it's launched, not AFTER. Anyway, thanks! Share this post Link to post Share on other sites
havocsquad 0 Posted November 3, 2005 Impossible because BIS does not have a dectection ability via scripting to test where a target is "locked" or not and what type of target is locked. That is something Armed Assault will need to deal with when it is released so actions or AI targeting can be tweaked or modified to suit the need. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted November 4, 2005 Impossible because BIS does not have a dectection ability via scripting to test where a target is "locked" or not and what type of target is locked. Â That is something Armed Assault will need to deal with when it is released so actions or AI targeting can be tweaked or modified to suit the need. Erm thats kind of right but also wrong. The basic engine doesnt have the ability but there are waysa around that. You would have to script some stuff and use a trigger but i think its doable. UNN has done something for our RKSL SAM Firecontrol project that gives a warning of missile locks to a pilot when engaged by a radar and then a sam. In theory you should be able to do somethign similar with a plane. Im far from the scripting expert but it does seem possible with a few workarounds. Thunderbunny PM UNN and ask him about ideas. He may just have a way to do it. Share this post Link to post Share on other sites
UNN 0 Posted November 5, 2005 Quote[/b] ]You would have to script some stuff and use a trigger but i think its doable.  UNN has done something for our RKSL SAM Firecontrol project that gives a warning of missile locks to a pilot when engaged by a radar and then a sam.  In theory you should be able to do somethign similar with a plane. Yes, although I think you would have to script the manoeuvres for the Ariel combat yourself. That’s on top of keeping track of all the flying aircraft. But I think it's possible. I'm just not sure how effective\convincing combat would be, compared to the default OFP routines? Share this post Link to post Share on other sites
whisper 0 Posted November 14, 2005 Has anyone tried to create an invisible object "radarBeam" , very long but not large (need to make a specific addon for this one), and make a script which Drop or camCreate one in front of unit (don't know if you can get the exact direction where unit is watching, though, easy for horizontal, not that easy for vertical) and try some nearestObject. Or, in case of plane, simply have it integrated in the geoLoD (is it the geo?) and make a nearestObject of the plane to get targets potentially painted by a radar scanning in front of the plane. Not sure it's doable, just throwing the idea Share this post Link to post Share on other sites
UNN 0 Posted November 15, 2005 Quote[/b] ]Has anyone tried to create an invisible object "radarBeam" , very long but not large (need to make a specific addon for this one), and make a script which Drop or camCreate one in front of unit (don't know if you can get the exact direction where unit is watching, though, easy for horizontal, not that easy for vertical) and try some nearestObject. The trouble is, NearestObject has something like a 50m detection radius. Covering a suitable arc for an aircrafts radar, would take quite a few checks, per sweep. Share this post Link to post Share on other sites