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nuxil

Tv guided System

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Hi Forum,

As some of you might know.. i was working on a Tv guided System for ArmA a while back.

But due to a crash on one of my hard drives. All my files got lost sad_o.gif

so i got pissed off and needed a brake from ArmA.

The last week i have been recoding the missile system,

and i would like some feedback.. ideas on what can be included,

Take a look at youtube,

http://www.youtube.com/watch?v=xkXQiK72cks

i have some bug's to sort of before i release a test version

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hey nuxil smile_o.gif

too bad to hear that!

You might wanna try SVN in the future.

Its nice for backuping, yet it does help a lot more.

There are free SVN server hosts out there too. smile_o.gif

The video looks great. Is it from the former version or did you

redo it already?

One idea is more a warning system for other units to be aware

of the incoming missile. wink_o.gif

In addition you should check Mando Missiles. He is doing very

similar stuff.

Looking forward to it!

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Hi Q

All the scripts are recoded. i had some of the Gui "pictures" on a seperat disk. so i didnt have to do all them over again.

Quote[/b] ]

One idea is more a warning system for other units to be aware

of the incoming missile. wink_o.gif

i guess i could put a eventhandler on close by units. then remove it after a X distance. but i not sure how MP friendly that is.

The video is new. uploaded it today.

i was thinking of adding a FLIR view. but i dislike the way its done|looks. but i havent checked is there is any newer versions out there.

Is there any Proper IR addons out ther pherhaps ?

yeah. i seen some of Mando work.. not bad at all.

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Very nice !

Maybe the option of a FLIR type display is about the only thing.

Oh, and maybe a simple heading .... just in case we get lost wink_o.gif

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it got Flir aswell now

view modes are:

NV Mode : (n) toggles nv mode

Flir Mode : (f) toggles flir mode

Color Mode : default mode

What do you Guys think of self destruct?

The way it works now. is like.. when i press mouse button.

the missile continues on its path until it hit something or until the time to live expires,, but i was thinking of adding self destruct, at lest on the Missiles. not the bombs, Because its really hard to hit Aircraft Spot on. unless they stand still

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What about:

Pressing ESC goes back to the aircraft and the missile / bomb will

continue its way. smile_o.gif

Good news nuxil and great effort mate!

EventHandlers # IncomingMissile would work if you made your missile

needed to be locked on a target first (which makes blind firing

no more possible or avoid detection).

Or firedEH and track distance two any aircraft every x seconds.

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I forgot to say,,

The missile/bomb got 2 fireing modes.

Manual controll.. lets you have totale controll over the missile/bomb with the mouse

Lockon. in this case. trackOversteer is in action..

you can only do minor adjustment on the path of the missile/bomb.

i made it so that.. pressing mouse button. Exits the missile/bomb view. and returns you to the aircraft. The missile continues on its path..

if i used lockon. and press the mouse. the missile/bomb goes to the target. and you can watch it hit..

so mouse press returns me to the aircraft atm..

but i guess i could set it to use ESC instead. and use the mouse button for mid-air self destruct.

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Cool nuxil

I wouldnt worry about destruct so much.

Either that or use a prox-fuse script. See what Mandoble does.

What happens to the launch plane BTW ?

My concern would be that it would crash while your away.

How about

- Launch weapon

- create AI pilot

- take player out of pilot seat (and stick 10000 m in air)

- Lock all weapons (? to stop AI firing more)

- place AI into pilot seat

- let AI do its thing until player view returns

- swap AI and player.

Just a thought

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[APS]Gnat

yeah,,

thats one problem i havet worked out yet,,

i have crashed alot while i was in missile mode tounge2.gif

so this need some function to avoid that.

swap AI and player is most likely what i'll be doing, if the gunner is a player. i'll let him have controll of the launcher

The helicopter goes into hovermode when a missile is fired.

i have only added ka50 atm..

i'll look at the prox-fuse script mandoble uses..

thanks for the tip

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Some updates.

* Problem with Crashing is soled.

i was messing around swaping Ai and Player.

but i found this methode to be a bit Overload.

So i used a simple quick way to fix that..

The aircraft is put on AutoLand on fire.. this is no problem, since i only be in missile/bomb view for a few seconds.. Max 30. thats when TTL "Time To Live" for the missile expires

I have also added Mid-Air Selfdestruct by clicking mousebutton,

pressing ESC lets the missile continue on its path "for Destuction" tounge2.gif

[APS]Gnat requested a simple heading,,

I have been trying to get the Compass you have inside a Aircraft to work on the missile/bomb. But i have found no easy/hard way to do that,

So instead of the compass. i added a little Minimap.

Next on the list is adding a warning system for other Units

- color

colorcb3.th.png

- flir

flirin7.th.png

- nv

nvyn9.th.png

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Awesome job, I'm interested, since I'm modeling a lot of TV-guided Bombs-missiles!

Keep the great work on mate smile_o.gif

Cheers, GH.

*almost ready for testing*

TVGuided.jpg

I made also a 500 class bomb, just in case wink_o.gif

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I have a problem.. well im not sure if its a problem.. but it seams like a problem.

i have no experiance in scripting for Mp support. but thats what im trying to do there on my tvs.

however,, when the gunner fires the missile.. the camer also is set to the missile on the pilot,, im not sure if this is because im running 2 armas + server on same pc. + the editor

tvgissueax4.jpg

By nuxil

_who is the only one suppose to get the missile camera

but im not 100% if i done it right there.

also the server craches when i change window after fired the missile..

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The script is wrong, should look like this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_air = _this select 0;

_who = objNull;

if (isPlayer(gunner vehicle _air)) then

{

  _who = gunner vehicle _air;

} else {

  if ((isNull(gunner vehicle _air)) && (isPlayer(driver vehicle _air))) then {_who = driver vehicle _air};

};

Not absolutely sure this is going to work, but it should. In MP it also depends on whether the script is ran locally or globally (think EH fired is local for the shooter).

Never liked MP scripting. wink_o.gif

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Well... I regard the switch to the view should only be performed local on the gunner's client. No need to perform it on the server and other clients. Those will only get the actual position / direction and velocity of the missile.

This should be rather MP-friendly, because most of the routines are only active on the gunners rig when TV is active.

I have checked the actual crCTI mission for those sqf scripts, may be you find good script examples there.

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Boborish yeah it totlay wrong..

but the problem with eventhandler fired. is that it only shows the commander of the vehicle.. not the true pesion that fired..

i been trying to find a workaround for that,, but i cant find one.

i was looing at the extended eventhandlers but. it doesnt seam to help much,,

and testing MP stuff  with 2 armas+server on same pc is not the best way to do it,

modEmMaik thanks for the tip. i'll check that out

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I remember I had the same problem with hit EH in Sniper shooting range and I was forced to solve it through publicVariable, to make it running on all clients. (not a solution I like but I didnt find any other way)

Its hard to predict where the issue is when you dont tell us whether is script ran locally on server or shooters client or all clients...

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Quote[/b] ]

Its hard to predict where the issue is when you dont tell us whether is script ran locally on server or shooters client or all clients...

Good point!!..I wish i could answer that..

perhaps someone want to give a helping hand.? welcome.gif

I have no clue how isserver, isclient works or how to use them..

as i said in one of my earlyer post,, i have no experiance with MP stuff.  

My scripting skill is all SP and im starting to think i'll screw the MP support and go for SP only.

unless i get some help understand how its done in MP.

As the script works now, all clients would get the same camera as the one who fired the missile i think.

which i suppose is correct as there is no iserver isclient checking

init.sqf on aircraft

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_unit = _this;

_unit addEventHandler ["FIRED", {findMB = _this execVM "TVS\scripts\catchmissile.sqf"}];

catchmissile.sqf

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_air = _this select 0;

_list = (getpos _air) nearObjects 10;

_dir = getdir _air;

_nr = count _list;

index 0

for [{_i=0},{_i <= _nr},{_i=_i+1}] do

{

_obj = _list select _i;

_type = typeOf _obj;

if ((_type == "Bo_GBU12_LGB") || (_type == "M_Ch29_AT") ) then

{

_obj setdir _dir;

_tgm = [_air,_obj] execvm "TVS\scripts\tvg.sqf";

};

};

The types will be changed to Godhammer's model's when we he is finished with them!

tvg.sqf

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_unit =  _this select 0;

_missile = _this select 1;

MORE CODE....

_missile switchCamera "Internal";

MORE CODE....

_unit switchCamera "Internal";

hope this makes it more clear..

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i have to Quote myself!

Quote[/b] ]

As the script works now, all clients would get the same camera as the one who fired the missile i think.

which i suppose is correct as there is no iserver isclient checking

not only that.. when the missile gets killed|dies .. all clients are set to the player view. everyone will be looking what person who fired the missile does. you can controll your unit.. you just dont see it,,

unless he right infront of you,,

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This will start the script only in two cases:

First case: Player = gunner

Second case: Player = driver, gunner = empty or AI

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit addEventHandler ["FIRED", {findMB = if ((player == gunner (_this select 0)) or ((player == driver (_this select 0)) and not (isPlayer gunner (_this select 0)))) then {_this execVM "TVS\scripts\catchmissile.sqf"}}];

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oh i see now.

i didnt know that "manual fire" is removed when thers 2 players in the aircraft..

HeinBloed thanks..

that seam to solve the problem.  yay.gif

servokeg4.jpg

By nuxil

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nuxil,

Would be good is there are parameters to adjust so that we could make a dump bomb camera easy enough. i.e. no thrust or direction change.

Those parameters could also be changed for guided bombs, i.e. limited up / down, left / right movement and mostly gravity fall.

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[APS]Gnat

sorry. i dont know what you mean.

if you just want to view the natrual drop. dont touch the mouse tounge2.gif

Aslo there are diffrance in handling in bomb vs missile.

bombs got other pitch and turn values than missile.

can even be changed for variouse classes.

you can not pitch or turn the bomb as fast up as a missile..

The missile stuff is pointing at the addon section atm.

using the ingame missile sucks. you have no controll over them.

i mean like. you speed up from 0 - 2000 in 1.5 sec. its so fast textures doesnt load properaly..

i have experimented with custom cfgAmmo to slow down the missiles a bit. this works better smile_o.gif

i waiting for GodHammer is finished with his modells..

so i can use them..

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i have added support for diffrent aspect ratio 4:3, 5:4, 16:9 and 16:10. so all dialogs strech correct according to you screen aspect.

i suddenly notice this issue when i tried changing my aspect from 4:3 to 16:9. and i felt it needed to be fixed..

thanks to UNN's widescreendetector i was able to see how he had it done. i used a simelar way

after thinking a bit. i desided not to do anything with the missile function at the moment,

This means that basicly all aircraft can use this script. you just need to type what kind of ammo you are using,

in This way, its not dependant on any addons. this means when addon maker make a cfgAmmo, they can adjust it for this script.

So its almost time for a public beta test smile_o.gif

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