Jump to content
Sign in to follow this  
gmJamez

SightAdjustment (windage+elevation)

Recommended Posts

1St how to know you exact distance from the target to adjust correctly the sight  ??

There are a few ways, one is to figure it out using the map. That's one of the easiest ways...the smallest grid distance on the map is 200m, so you can estimate with that.

The second is to establish a known distance, either using the map, or a previous shot, and then estimate based on that.

Use your mil-dot sight, calculate the height of your target (1.8m average for a human target), multiplied by 1000 and then divided by the apparent height of your target in mils. (Height*1000)/mils. This can be hard, so you have to estimate very accurately. Being off by a fraction of a mil can put you off by several meters, and in turn a few MOA estimation, missing that crucial shot.

The final way is just by gut feeling. You just "know" how far he is, based on experience.

There are always more ways that other experienced shooters will be able to tell you, but those are my preferred methods.

Share this post


Link to post
Share on other sites

I use the mildots as BigDaddy5 explained about. I also use the compass on the map. I adjust the zoom on the map so my compass have the same lenght as a 200m grid. Then I can measure with that.

And you can use the new rangefinder just released.

Share this post


Link to post
Share on other sites

I'm trying to get this to work. I'm sorry if it was already explained but I got tired of reading through this thread after the first page.

If I want to get this thing working with either WASD or cursor keys what exactly do I need to do. I read the first post but I'm not really sure what I need to do. I need to add // in order to get the keys I want working or add // to the lines I dont want to use. Then where do I put them? beginning of each line? Or do I take them away from the middle of the line where they currently are located?

Sorry, I just don't know a thing about doing this. Can someone just copy and paste what I'm supposed to do?

Edit: It's supposed to just work with cursor keys if I use the mod? Hmmmm. nothing happens.

Share this post


Link to post
Share on other sites

Christ, I doubled up again. Check my next post down. I apologize to all.

PS- What the hell has been going on with this forum? Until recently, I've never seen the progress bar at the bottom of the browser do nothing and thus pages not update/load, etc. Matter fact, yesterday I kept getting some type of message that had something about "flood controls" or something to that effect. Is there really too many people surfing this forum lately?

Share this post


Link to post
Share on other sites

Is there a read me that will explain exactly what I need to do to get this going? For some reason I cant get this going, I cant figure out why. It really can't be this difficult, I gotta be missing something.

I'm using NWD's newest releases, Ballastics, Scope fix, etc. I got all the .pbo's active(except only 1 binoc.) and I'm using his range cards too. I have different mod folder for Ballistics, Scopefix and this mod(using the Keg's launcher) and all are setup right and active.

Update/Edit: Now I tried putting this addon in the Scopefix Mod folder and even added that Event handler for this mod but nothing doing. Can someone fill me in, I'm dying to use it.

Share this post


Link to post
Share on other sites

Hi all,

in case you were wondering why there haven't been any updates anymore: I fried my graphics card - a 8800 GTS sad_o.gif - and used the current situation of not having a decent graphics card to quit gaming altogether. biggrin_o.gif

To all modders, you may use this code in any way you want - go crazy tounge2.gif

Also, many thanks to Solus for the extended init handler!

greets, Oliver.

Share this post


Link to post
Share on other sites

Well thats realy sad news. This mod and NWD Balistics mods boosted the game a lot.

Nevertheless hope you got luck and fun with what your going to do next.

Share this post


Link to post
Share on other sites
I'm trying to get this to work. I'm sorry if it was already explained but I got tired of reading through this thread after the first page.

If I want to get this thing working with either WASD or cursor keys what exactly do I need to do. I read the first post but I'm not really sure what I need to do. I need to add // in order to get the keys I want working or add // to the lines I dont want to use. Then where do I put them? beginning of each line? Or do I take them away from the middle of the line where they currently are located?

Sorry, I just don't know a thing about doing this. Can someone just copy and paste what I'm supposed to do?

Edit: It's supposed to just work with cursor keys if I use the mod?  Hmmmm. nothing happens.

I'm in the exact same situation myself. I tried changing the //'s around with the arrow keys and w,a,s, and d keys, only to get an error about the file becoming too short.

So i'm stuck myself.

Also, how do I convert the M107 from MIL's into MOA? Is that done by following the information on pages 5 and 7?

Many thanks

PS, and absolutly superb addon, as are the ballistic and scope fix ones. They really have transformed AA for me smile_o.gif

Share this post


Link to post
Share on other sites

Kye,

Maybe someone will reply to you. I still haven't heard from anyone. And now that the creator quit ArmA for some reason I feel like I'm out of luck. Hopefully I'm wrong and we can get some help. That would really make my day.

It's too bad he left the community. I was looking forward to his future projects. If the video card deal is the only reason he decided to quit, I'd be happy to get him one. It's well worth it in my opinion. He is a valuable member of the community.

Share this post


Link to post
Share on other sites

What shows in the file are sets of controls, the set with the '//' is inactive, I believe these numbers are the 'wsad' values. IIRC, the default active keys (without the //) are the arrows. There is a key value list somewhere on the BIki, can't find it ATM.

Share this post


Link to post
Share on other sites

Yes, I have changed those around, and still the arrows are functional.

This is what I have done ( I mearly swapped the numerical values around)

Quote[/b] ]

// wasd keys

#define GMJ_SA_KEY_Einc     17   // increase elevation adjustment

#define GMJ_SA_KEY_Edec     31   // decrease elevation adjustment

#define GMJ_SA_KEY_Winc     32   // increase windage adjustment

#define GMJ_SA_KEY_Wdec     30   // decrease windage adjustment

// cursor keys

// #define GMJ_SA_KEY_Einc     200    // increase elevation adjustment

// #define GMJ_SA_KEY_Edec     208   // decrease elevation adjustment

// #define GMJ_SA_KEY_Winc     205   // increase windage adjustment

// #define GMJ_SA_KEY_Wdec     203   // decrease windage adjustment

The values are the same as mentioned in the biki. My concern though is that a german keyboard was used in it, rather than a UK qwerty one. Would that make a difference.

Edit:

I've fixed the M107 issues, so no worries there.

I'm still stuck with the elevation issues though

I have two 'GMJ_SightAdjustment.pbo files in my ArmA file. One is in a '@GMJ_SightAdjustment' folder that is in the main folder for ArmA, while the other one is in the AddOns folder with every other pbo file type.

It is my belief that the adjustment file in the '@SightAdjustment' folder is the master one of the two.

However if I delete the adjustment file in the addon folder and run the game, I am told by a error message that the sightadjustment file in the addons folder is too short, even with it being there after deletion.

The other thing I tried was to drop the quoted code as above into both files (the deleted having been restored), and the same error appears again.

As a result, I now have no idea what to do.

Share this post


Link to post
Share on other sites

Mine is qwerty, I believe the ASCII values are mostly agreed upon, not perfect, but it works. Are you sure the file you changed is the only one? Because all I did is swap the // to the other set and volia! it works. Sounds like you haven't packet it up and made sure it's flying solo, so to speak. Good luck, this is THE first mod I've used that has mapped it's buttons and it rocks!. I wonder if there is someone that can make an addon to handle the process of unpacking, altering the keystrokes, and packing it up again. whistle.gifbiggrin_o.gif

cheers.

Share this post


Link to post
Share on other sites
Quote[/b] ]Sounds like you haven't packet it up and made sure it's flying solo, so to speak

Your going to have to break that down into laymans terms for me, as I have no idea what that means. Sorry biggrin_o.gif

Also, please see my edited post above. It may shed some light smile_o.gif

Thank you for your time anyway, i'm thankful smile_o.gif

Share this post


Link to post
Share on other sites

If you have a '@NWD_Ballistics' folder (mod folder) and don't have the -mod=@NWD_Ballistics in yout ArmA shortcut, the folder is not used by Arma. The one that is then active is in your ADDONS folder. This is the one you want to unpack, edit the key listings, and then repack. You only need one of the Ballistics pbo's, and it needs the key change you want in it. Does this help? Let me know.

Share this post


Link to post
Share on other sites

Thanks scrub but I've got that set up. Here's my problem.

Sometimes the adjustment works, sometimes it doesn't at all. Sometimes the adjustment works, but then a few minutes later the settings disappear from the upper left corner and then I cant adjust anything. What's odd is it happens in the same mission, with the same guy, with the same weapon. Example, I'll pick up a scoped weapon. the settings appear where they should. I can adjust the scope, everything works fine. Then I'll run around for a bit and then the setting disappears and I can't make the adjustment. Other times I'll grab a scoped weapon and I can't make the adjustment. Sometimes it wont work, then a few minutes later it will.

It does this regardless of what other addons I'm using, even if I'm only all the NWD addons and sightadjustment. I use a launcher and mod folder config and if I have no mods checked I'm running the vanilla version of ArmA.

It's the strangest thing. Seemingly, this addon has a mind of it's own.

Share this post


Link to post
Share on other sites

Wow.  Now that is interesting.  I've never seen that problem. If you make it the only mod you run (with default .cfg), and the problem persists, then the solution is simple and frustrating: Either the mod or ArmA is fubared.  Redownload and Reload. confused_o.gif  

Confirm the default .cfg though.

Share this post


Link to post
Share on other sites

This isn't working at all, and i'm sick to my back teeth of all these different error messages.

Can someone tell me of how to install each addon- where they go, how to do it etc etc?

I'm using the sightadjustment, ballistics and scope fix mods

Thanks

EDIT:

I have the sight adjustment file in the main part of AA's directory. The ballistics and scopefix addons are located in the addon folder.

I have put '@GMJ_SightAdjustment' in the target line, and I get this error, the same error I keep getting:

AAerror.jpg

Share this post


Link to post
Share on other sites

Make sure to have fresh files to eliminate confusion.

-mod=@NWD_Ballistics;@NWD_ScopeFix;@GMJ_SightAdjustment on your shortcut.

(scopefix is another addon, nice, but not not necessary)

All folders pertaining to those names are unzipped (unRARed) in the ArmA root.

Play.  Should be that simple.

Share this post


Link to post
Share on other sites

Hi again,

just a few comments/tips:

- First of all thanks for the offer to get me a graphics card - much appreciated biggrin_o.gif It's not a money issue though...

- Don't put the pbo into ArmA's Addon directory but instead either always keep the directory structure as it is within the zip file or put the files wherever you like and adjust the paths within SightAdjustmentConfig.h and possibly also within config.cpp (if you don't you'll get errors like sound file not found, file too short,...). Best just keep it as it is within the zip wink_o.gif

- If the supplied keycodes don't work for you or you wish to use different ones -> see page 12 of this thread for an explanation on how to get this mod to report the codes for every key pressed.

- Regarding the "mind of it's own" feature tounge2.gif Are you sure you got only one copy of the mod installed? It sure sounds like there's two instances running...

eg. don't install the standalone version of the SighAdjustment mod if it's already included within another one.

regards, Oliver.

Share this post


Link to post
Share on other sites

Well that didn't work either.

I have put the addons into the root arma folder, put the names of them into the target line, and they do run with the game.

However, still can't get the controls to change and have the sight adjustment addon on work. The same error as I have posted above still comes up.

Now I have looked at page 12, and from what I can see there, to what I can see in my own pbo file makes no sense. Thats probably because the quoted code on page 12 is out of date.

Now I tried looking in 'SightAdjustmentConfig.h', but which bit?? There are loads!

I think this is the bit I need. This is taken from my own pbo

Quote[/b] ]

#include <SightAdjustmentConfig.h>

//private ["_v0", "_key", "_v2", "_v3", "_handled", "_e", "_w"];

private ["_key", "_handled", "_e", "_w"];

//_v0 = _this select 0;

_key = _this select 1;

//_v2 = _this select 2;

//_v3 = _this select 3;

//player sideChat (format ["%1, %2, %3, %4", _v0, _key, _v2, _v3]);

_handled = false;

if(GMJ_SA_ENABLED && GMJ_SA_ISOPTICSMODEACTIVE) then {

 _handled = true;

 _e = GMJ_SA_CURELEVATION;

 _w = GMJ_SA_CURWINDAGE;

 switch(_key) do {

   case GMJ_SA_KEY_Einc: {

     _e = if(abs (_e + GMJ_SA_CURADJELEVATION) <= (GMJ_SA_CURRANGEELEVATION / 2)) then { _e + GMJ_SA_CURADJELEVATION } else { _e };

   };

   case GMJ_SA_KEY_Edec: {

     _e = if(abs (_e - GMJ_SA_CURADJELEVATION) <= (GMJ_SA_CURRANGEELEVATION / 2)) then { _e - GMJ_SA_CURADJELEVATION } else { _e };

   };

   case GMJ_SA_KEY_Winc: {

     _w = if(abs (_w + GMJ_SA_CURADJWINDAGE) <= (GMJ_SA_CURRANGEWINDAGE / 2)) then { _w + GMJ_SA_CURADJWINDAGE } else { _w };

   };

   case GMJ_SA_KEY_Wdec: {

     _w = if(abs (_w - GMJ_SA_CURADJWINDAGE) <= (GMJ_SA_CURRANGEWINDAGE / 2)) then { _w - GMJ_SA_CURADJWINDAGE } else { _w };

   };

   default {

     _handled = false;

   };

 };

 if(GMJ_SA_CURELEVATION != _e || GMJ_SA_CURWINDAGE != _w) then {

   GMJ_SA_SET_CURELEVATION(_e);

   GMJ_SA_SET_CURWINDAGE(_w);

   playSound "GMJ_SightAdjustmentClick";

   hint format ["%1/%2", [GMJ_SA_CURELEVATION, GMJ_SA_CURMODE] call GMJ_SA_FGETTEXT, [GMJ_SA_CURWINDAGE, GMJ_SA_CURMODE] call GMJ_SA_FGETTEXT];

 };

};

_handled

As you can see, a bit different to the example on page 12.

I know the keycodes as well, they are the same as this:

Quote[/b] ]

// wasd keys

// #define GMJ_SA_KEY_Einc     17    // increase elevation adjustment

// #define GMJ_SA_KEY_Edec     31    // decrease elevation adjustment

// #define GMJ_SA_KEY_Winc     32    // increase windage adjustment

// #define GMJ_SA_KEY_Wdec     30    // decrease windage adjustment

Now i'm not good at coding at all, as you can probably tell, so how do I make the above numerical values, fit into the code at the top of this post?

Also, why can't I just change the definitions above and have the WASD key's work straight away? Is it because the arrow keys in the 'SightAdjustmentConfig.h' are linked to this example?:

Quote[/b] ]

// cursor keys

#define GMJ_SA_KEY_Einc     200   // increase elevation adjustment

#define GMJ_SA_KEY_Edec     208   // decrease elevation adjustment

#define GMJ_SA_KEY_Winc     205   // increase windage adjustment

#define GMJ_SA_KEY_Wdec     203   // decrease windage adjustment

So for the WASD controls to work, I need to change the values in the code at the top, and then swap the forward slashes over between the arrow and WASD keys above?

Sorry to harp on, come across stupid or whatever, but coding is something I didn't take easily to.

EDIT:

Quote[/b] ]

If so, get the latest version and change the key-configuration within "SightAdjustmentConfig.h". If the provided keycodes don't work, just uncomment the line...

//player sideChat (format ["%1, %2, %3, %4", _v0, _key, _v2, _v3]);

... within "SightAdjustmentOnKeyDown.sqf", build the pbo, run the game and you'll see a message for every key pressed, including the number assigned to it (second parameter).

I tried exactly that as well. I removed the forward slashes, saved the file, launched the game, and got the same damn error again.

I made a completely fresh install of the mod, so that they installed into the root file of ArmA as mentioned.

However, I see two file that concern me a bit. They are:

'SightAdjustment_AutoInit'

and

'Extended_Init_EventHandlers'

What does these do exactly?

Share this post


Link to post
Share on other sites

Extended Init EventHandlers:

Quote[/b] ]This addon allows a virtually infinite amount of init event handlers to be used together from different addons. The event handlers are executed for the matching class and all inheriting classes. The event handler init line also contains the extended event handler class to look for, so you can have a custom inheritance class for different units. There are two example addons included to demonstrate how to assign new event handlers and the event handler inheritance. The example pbos should not be installed except for testing.

Normally event handlers can only be added in configs, and trying to add a new event handler caused all previous event handlers to be overwritten, this addon allows that limitation to be overcome. This is mostly useful for having addons that can add different functionality, for example in OFP addons that had their own event handlers wouldn't inherit default event handlers, such as a custom unit with EHs being used with ECP or FFUR wouldn't have the ECP or FFUR effects. Or for example in ArmA the sight adjustment addon could be used with other event handler addons, such as the upcoming Group Link 3 and SLX Wounds.

Downloads:

Extended_Init.rar @ FileFront.com 3 KB

If you can't download from FileFront, please wait until there are mirrors.

Also here is an addon to use GMJ_SightAdjustment with the extra init addon:

SightAdjustment_AutoInit.pbo @ FileFront.com 769 B

Edited by Solus on Aug. 15 2007,01:51

The SightAdjustment_Autoinit shouldn't mess with your keybindings, however.

Share this post


Link to post
Share on other sites

Hy guys, im said that this mod isnt developed any longer but perhaps someone of you can give me a hand here.

Sometimes when you join a server the mod stucks, the error mod isnt installed pops up, and the first weapon you got the sightadjustment doesnt work.

You got to cycle through various weapons, most likely snipers, till sightadjustment works then swap to the weapon you want to use it.

And a lot of times when you use M16Acog the sightadjustment doesnt work. Got to swap again various weapons to get it to work.

Perhaps someone knows about that problem. And give me an hand on solving it.

Share this post


Link to post
Share on other sites

Was just wondering if someone has a data sheet for the addon for the M107. Instead of trying to calculate one myself I was hoping someone is willing to share. notworthy.gif

Share this post


Link to post
Share on other sites

Just tested the windage mode and it looks the businesss. Many thanks to GMJamez.

I know im probably gonna get slated by the moderator for talking about OPF in the Arma section, but here goes....

Is there any chance that this mod could/would be ported to OPF. ? Would it /could it work independent of the mod applied like in Arma, or are there complications.?

Thanks,

Share this post


Link to post
Share on other sites
Was just wondering if someone has a data sheet for the addon for the M107. Instead of trying to calculate one myself I was hoping someone is willing to share.  notworthy.gif

There should be one on the first few pages of this thread smile_o.gif

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  

×