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nuxil

Tv Guided Bombs/Missiles

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OLD!! _tvs=[this,"Bo_GBU12_LGB",true] execvm "TVS\scripts\init.sqf"; _veh = [this, 300, 300, 0, TRUE, FALSE, '_tvs=[this,"Bo_GBU12_LGB",true] execvm "TVS\scripts\init.sqf";'] execVM 'vehicle.sqf';

NEW!! this addeventhandler ["fired","hint str(_this select 4)"];TVS=[this,"Bo_GBU12_LGB"] execvm "TVS\scripts\init.sqf";veh = [this] execVM "vehicle.sqf"

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emmm,,

i said to use

this addeventhandler ["fired","hint str(_this select 4)"];

only to find the name of you ammo class your plane is using..

this is what that event handler gives in array index 5. "0,1,2,3,4";

it will hint out the ammoname..

write it down on a pize of paper or in notepad.

then on init put

TVS=[this,"WHATEVER] execvm "TVS\scripts\init.sqf";veh = [this] execVM "vehicle.sqf"

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TVS=[this,"WHATEVER] execvm "TVS\scripts\init.sqf";veh = [this] execVM "vehicle.sqf"

This line give error(((

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i hope you are kidding me

the new methode is jusy like the old one. only diffrence is that if you use a 3rd argument,. set as true. you will enable a action menu which allows the player to turn on/off tvs.

this will enable the action menu

for AV8B

_tvs=[this,"Bo_GBU12_LGB",true] execvm "TVS\scripts\init.sqf"; _veh = [this, 300, 300, 0, TRUE, FALSE, '_tvs=[this,"Bo_GBU12_LGB",true] execvm "TVS\scripts\init.sqf";'] execVM 'vehicle.sqf';

this will have tvs on each bomb..no on/off switch

for AV8B

_tvs=[this,"Bo_GBU12_LGB"] execvm "TVS\scripts\init.sqf"; _veh = [this, 300, 300, 0, TRUE, FALSE, '_tvs=[this,"Bo_GBU12_LGB",true] execvm "TVS\scripts\init.sqf";'] execVM 'vehicle.sqf';

or

_tvs=[this,"Bo_GBU12_LGB",false] execvm "TVS\scripts\init.sqf"; _veh = [this, 300, 300, 0, TRUE, FALSE, '_tvs=[this,"Bo_GBU12_LGB",true] execvm "TVS\scripts\nit.sqf";'] execVM 'vehicle.sqf';

Edited by nuxil

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I put this:

TVS=[this,"WHATEVER"] execvm "TVS\scripts\init.sqf";veh = [this] execVM "vehicle.sqf";TVS=[this,"Bo_GBU12_LGB"] execvm "TVS\scripts\init.sqf"

and nex time this

TVS=[this,"Bo_GBU12_LGB"] execvm "TVS\scripts\init.sqf";veh = [this] execVM "vehicle.sqf"

Again after respawn! plane dont have TVS sistem((( ah(( sorry ! its my english bad(( no problem!) i use old TVS! its work after respawn in Domi) THX! for your time piople!) and one more sorry!)

here miss " TVS=[this,"WHATEVER] i put jast no work my Domi(

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Lost in translation

Proper init line:

_tvs=[this,"ClustersAmmo",true] execVM "TVS\scripts\init.sqf"; _veh = [this, 300, 300, 0, TRUE, FALSE, '_tvs=[this,"ClustersAmmo",true] execVM "TVS\scripts\init.sqf";'] execVM 'vehicle.sqf';

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@ Winchester Delta_1

no.

a latirn system is something totaly diffrent form a tv guided bomb

this is "in a way" suppose to simulate

gbu 15 with optical sensors + 2 way data link

AMG 65 model A with 2 way datalink

a Latirn system works by having 2 pods under the plane. one for terrain radar/nav thingy and one with camera + laser designator.

the Latirn system has a Hud down display as a Tvs system does.

the diffrance is that on a Latirn system the camera is zoomed in from the plane to the target.. while in a tvs you follow a bomb cam.

so its not suted for this system.

altho its not to much work makeing such a system. using the ingame red eye "lockon",

however i do think mandoble already made this,, not sure if he released a script version,, but i seen the addon.

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back the old version (1.01) in my Domi) Plane after respawn have TVS sistem) There is no good luck at me with the new version :( I will wait for version 1.2:D it will probably work in my Domi map :) ALL THX for help!

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i have it working on Domination, dedicated.

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tcp you can give for me your sicret) line for plane? or name your server! i join)

here my Domi map+TVS 1.01 You can change to TVS 1.1 and back for me my Domi + TVS 1.1 PLZ!:pray: Domi AI 1.09 Keshman +++ respawn plane+TVS sistem after die plane!)

This line work in my Domi good) have new TVS 1.1 sistem after respawn plane :yay: its for F16

_tvs=[this,"GLT_GBU12_LGB"] execVM "TVS\scripts\init.sqf"; _veh = [this, 300, 300, 0, TRUE, FALSE, '_tvs=[this,"GLT_GBU12_LGB"] execVM "TVS\scripts\init.sqf";'] execVM 'vehicle.sqf';

Omg :eek:my Domi is downloaded 6 times

nuxil Excuse (sorry) for many not the necessary messages in your forum TVS

Edited by Keshman

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@ Winchester Delta_1

no.

a latirn system is something totaly diffrent form a tv guided bomb

this is "in a way" suppose to simulate

gbu 15 with optical sensors + 2 way data link

AMG 65 model A with 2 way datalink

a Latirn system works by having 2 pods under the plane. one for terrain radar/nav thingy and one with camera + laser designator.

the Latirn system has a Hud down display as a Tvs system does.

the diffrance is that on a Latirn system the camera is zoomed in from the plane to the target.. while in a tvs you follow a bomb cam.

so its not suted for this system.

altho its not to much work makeing such a system. using the ingame red eye "lockon",

however i do think mandoble already made this,, not sure if he released a script version,, but i seen the addon.

Hmm okay, but in my opinion a "simulated" LANTIRN system can be just a script. It doesn't have to have 2 pods for simulating it. And also simulating a GBU with TV guided system is not what i call simulating. But its awsome for the maverick or any other real TV guided system. Don't get me wrong... i will certainly use it cause its way more realistic than the ARMA way of hitting targets.

But i will look into the MANDO solution to use some kind of LANTIRN. Thanks for the hint.

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Note that IRL when a missile is "TV-guided" it often doesn't actually mean that you steer it with a joystick mid-flight or anything. Usually it just means that the missile locks on the "image" of the target and corrects its flight path to hit that "image", be it an actual image or an IR image. At least in a nutshell.

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galzohar. that true. but there are systems where you can guide it aswell

forexampel. Agm with Data Link Pod

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I think the earlier missiles were actually manually guided. The fun way.

Then then used satellite/GPS guided. Not worth it.

Nowadays, they use Latirn, which is usually a single pod with multiple planes coordinating a strike (ground crew would only confirm a target). Mando missile does this in some fashion.

Edited by tcp

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Sorry to be a broken record but I'm still having a issue. When he aircraft is destroyed I dont have the TV option again. Is this something I'm doing wrong?? Does something go in the init.sqf?

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tuocs Look my all questions here in forum!) i have ago your problem! Good persons! Have given correct advice :) Look All forum TVS!) good luck.

(sorry for bad english)

Edited by Keshman

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tuocs Look my all questions here in forum!) i have ago your problem! Good persons! Have given correct advice :) Look All forum TVS!) good luck.

(sorry for bad english)

Nothin I have read involves the new version. I'll figure it out on my own. Thanks

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tuocs.

if you had a working respawn script.. ther was no need to change it,

the new version is "inited" the same way as the old version.

only diffrence is that if you use a 3rd argument,. set as true. you will enable a action menu which allows the player to turn on/off tvs. else. its on by default

if you dont have a respawn script.. look at tcp's post #59

page 6 i think...

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Your script rocks!

Only one question: it works perfect with the UAV playing as pilot or gunner, but i´ve tried to use it with the uav module and obviously doesn´t work. Is it possible to make the camera spam when you shot a hellfire via UAV terminal?

Thanks again for this script. It adds a lot of immersion!

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thank you Florklin.

as for the uav module.

no i never had the uav module as a part of my plans.

good new,s i messed around a bit, and have it working with the uav module.

but i need to fix some issues before i post a update

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What is the correct syntax for adding TVS1.4 code to an empty AH1 INIT line? I am creating my own issues and request some assistance, thanks in advance!

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Download link doesn't seem to work.

Edited by galzohar

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Yeah, found that already, but:

You also need to update it to properly use key event handlers (aka return false if you want the engine to handle the keypress to avoid locking up the keyboard).

I just hotfixed it for me by adding "false;" to the end of all key press handling functions and it seems to work fine.

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