kronzky 5 Posted July 22, 2009 My Moveable Target Range has been converted to ArmA2. For those who are unfamiliar with the original version, here's a quick feature list: Use any objects as targets. Targets can be placed anywhere on the map, and will always align with the player. Targets can be static or move at a user-defined speed & distance. Target distances can be incrementally adjusted during the mission. Target units will assume different stances. Target distances are indicated with walls & flags. Any available weapon can be selected via a dialog. Weapons have unlimited ammo available, with automatic reloading. The distance, impact height and average speed of the projectile is displayed after each shot. Ballistics information can be shown in-game, or copied into a spreadsheet for further analysis. A bullet cam option allows following the path of the projectile. A slow-mo mode is available, to simulate a perfect aiming situation. The landing spot of the fired projectile can be indicated on the map. Fully compatible with any vehicle weapons. Available here. Share this post Link to post Share on other sites
alef 0 Posted July 22, 2009 Thank you! I was really waiting for this! Share this post Link to post Share on other sites
An Fiach 10 Posted July 23, 2009 tres cool, can tell right now I'm going to have to buy an extra hard drive for all of these addons :D Share this post Link to post Share on other sites
Alex72 1 Posted July 23, 2009 can tell right now I'm going to have to buy an extra hard drive for all of these addons Dont worry mate - this is just a small mission. ;) Thanks Kronzky for ARMA2 version! Alex Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 23, 2009 (edited) I've practiced and practiced with this mission over and over! Thank you! I didn't know a T72 was stronger than a T90 in it's rear (with a SMAW)! I also didn't know a T72 was weaker on its side than on its rear! Well, I speak strickly of the AI getting out of the tank(s). I replaced the target tank with an actual tank in the editor for testing purposes with other launchers and for figuring armor penetration properties and I was wondering if there was anyway we could actually see the tank explode? The global chat message is nice, but the smoke from the launcher & from the rocket impact lasts long enough to the point to where the vehicle has already disappeared & respawned before you knew it even "blew up". Edited July 23, 2009 by Victor Share this post Link to post Share on other sites
daza 36 Posted July 23, 2009 I had a problem running the one with .Intro and .Sara got a No Entry bin\configbin/cfgworlds error on each of those. But the other Utes one worked okay. There was a rpg1.jpeg error also. I didnt see an option for bullet cam? and slow mo mode...how to do you activate it? It would be good if there was a Stop/Resume moving of targets. Also putting some popup targets on the far hill would be good. And perhaps an option to swap ends of the runway so you are on top of that hill looking down at the target range. Since shooting down from a hill is alittle harder at long distance than on flat ground. Otherwise great work! Share this post Link to post Share on other sites
kronzky 5 Posted July 23, 2009 [...]I was wondering if there was anyway we could actually see the tank explode? The global chat message is nice, but the smoke from the launcher & from the rocket impact lasts long enough to the point to where the vehicle has already disappeared & respawned before you knew it even "blew up". You could try setting the respawning timeout to a longer period (right now it's 3 seconds), to see the exploded tank. It's line 119 in functions.sqf ("%1 setTriggerTimeout[3,3,3,false]"). I didnt see an option for bullet cam? and slow mo mode...how to do you activate it?It would be good if there was a Stop/Resume moving of targets. Also putting some popup targets on the far hill would be good. And perhaps an option to swap ends of the runway so you are on top of that hill looking down at the target range. Since shooting down from a hill is alittle harder at long distance than on flat ground. The options like bulletcam, starting/stopping targets, etc. are available from the radio menu. (There some documentation in the Notebook.) Targets are positioned in front of the player, so if you point him towards a mountain, or move him to the other side of the runway (either in the editor, or while the mission is running), you will then have the targets at whatever location he's looking at. - That's why it's called the "Moveable Target Range"... ;) Share this post Link to post Share on other sites
mosh 0 Posted July 23, 2009 Thanks! I've been looking forward to this. Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 23, 2009 You could try setting the respawning timeout to a longer period (right now it's 3 seconds), to see the exploded tank. It's line 119 in functions.sqf ("%1 setTriggerTimeout[3,3,3,false]"). Thanks dude - I'll give that a go, keep up the spectacular work! Share this post Link to post Share on other sites
bazooka_boy 0 Posted July 23, 2009 was excellent in Arma1, glad it's now in Arma2. Thanks for doing more great work Kronzky Share this post Link to post Share on other sites
MQ-9 Reaper 10 Posted July 23, 2009 (edited) I had a problem running the one with .Intro and .Sara got a No Entry bin\configbin/cfgworlds error on each of those. But the other Utes one worked okay.There was a rpg1.jpeg error also. same here. (edit : in fact, there is nothing in Intro and Sara folders lol) Otherwise, thanks for improving my shooting skills ;) Edited July 23, 2009 by MQ-9 Reaper Share this post Link to post Share on other sites
kronzky 5 Posted July 23, 2009 (edited) in fact, there is nothing in Intro and Sara folders I'm not sure which Intro and Sara folder you're referring to. There shouldn't be any in the zip file. This is all it should contain: Edited July 23, 2009 by Kronzky Share this post Link to post Share on other sites
alef 0 Posted July 23, 2009 (edited) Your website shares targetrange_arma2.zip, not targetrange_arma2-2.zip as in your screenshot. Edited August 8, 2009 by W0lle quoted image Share this post Link to post Share on other sites
kronzky 5 Posted July 23, 2009 Your website shares targetrange_arma2.zip, not targetrange_arma2-2.zip as in your screenshot. That is just Firefox's way of temporarily renaming files if you open them directly (without saving them first). The listing I took the screenshot off comes from the file I opened from my download page (just to verify there's nothing weird in there). Share this post Link to post Share on other sites
Tincup 10 Posted July 24, 2009 (edited) I believe this is what Reaper was referring to. Click the pic to access larger image :) Or this one. I downloaded the first from www.armaholic.com I believe, the second I downloaded directly from your link. Edited July 24, 2009 by Tincup Share this post Link to post Share on other sites
kronzky 5 Posted July 24, 2009 Seems that WinRar was the problem. If you open the zip file with *it*, it showed folders that had been deleted. These were not shown in WinZip, hence the confusion... Uploaded a new version now, without any deleted remnants. Share this post Link to post Share on other sites
Scimitar67 10 Posted July 25, 2009 (edited) Thanks great aid Edited July 26, 2009 by Scimitar67 Wording corrected Share this post Link to post Share on other sites
froggyluv 2136 Posted July 25, 2009 Big thank you for this. These ranges will make you a better shooter! I tried and failed miserbly to convert some of these boot-camp/range type missions over but now I don't need to sweat it. Thanks again. Share this post Link to post Share on other sites
Rumsfield 1 Posted July 25, 2009 This isn't just a mission it is a very useful tool to help refine your skills. Much appreciated thanks! Share this post Link to post Share on other sites
kronzky 5 Posted July 26, 2009 I've just added one new feature: If AI units have been defined as a target, they can be made to run at different speeds (instead of sliding around). Use the "run:<speedmode>" parameter to define which speed it should move at (<speedmode> can be "LIMITED","NORMAL" or "FULL"). While it is possible to mix different targets (static ones and running AI), it doesn't really make much sense, as they do end up moving at different speeds, so I've added a second demo mission "Targetrange_Man" that just contains a moving AI unit. Load up, and good luck! :) Share this post Link to post Share on other sites
Scimitar67 10 Posted July 26, 2009 (edited) Kronz, Pardon my ignorance but where do we put the files? Thanks again. Edited July 26, 2009 by Scimitar67 Share this post Link to post Share on other sites
Generalen 10 Posted July 26, 2009 I've tried to put the files in both installation paths but no luck yet. Just doesn't seem to appear where they should. If it helps, i can add that i got the steam version of arma 2. Share this post Link to post Share on other sites
kronzky 5 Posted July 26, 2009 I've tried to put the files in both installation paths but no luck yet. Just doesn't seem to appear where they should. What did you do with the README file, though? Share this post Link to post Share on other sites
Snowwhite 10 Posted July 26, 2009 Fantastic, this should have been implented out of the box. Share this post Link to post Share on other sites