tcp 10 Posted November 13, 2009 post your init line Share this post Link to post Share on other sites
Keshman 10 Posted November 13, 2009 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" Share this post Link to post Share on other sites
nuxil 2 Posted November 13, 2009 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" Share this post Link to post Share on other sites
Keshman 10 Posted November 13, 2009 TVS=[this,"WHATEVER] execvm "TVS\scripts\init.sqf";veh = [this] execVM "vehicle.sqf" This line give error((( Share this post Link to post Share on other sites
nuxil 2 Posted November 13, 2009 (edited) 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 November 13, 2009 by nuxil Share this post Link to post Share on other sites
Keshman 10 Posted November 13, 2009 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( Share this post Link to post Share on other sites
tcp 10 Posted November 13, 2009 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'; Share this post Link to post Share on other sites
nuxil 2 Posted November 13, 2009 @ 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. Share this post Link to post Share on other sites
Keshman 10 Posted November 14, 2009 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! Share this post Link to post Share on other sites
tcp 10 Posted November 14, 2009 i have it working on Domination, dedicated. Share this post Link to post Share on other sites
Keshman 10 Posted November 14, 2009 (edited) 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 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 November 14, 2009 by Keshman Share this post Link to post Share on other sites
Winchester Delta_1 0 Posted November 14, 2009 @ Winchester Delta_1no. 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. Share this post Link to post Share on other sites
galzohar 31 Posted November 14, 2009 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. Share this post Link to post Share on other sites
nuxil 2 Posted November 14, 2009 galzohar. that true. but there are systems where you can guide it aswell forexampel. Agm with Data Link Pod Share this post Link to post Share on other sites
tcp 10 Posted November 14, 2009 (edited) 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 November 14, 2009 by tcp Share this post Link to post Share on other sites
tuocs 10 Posted November 14, 2009 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? Share this post Link to post Share on other sites
Keshman 10 Posted November 14, 2009 (edited) 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 November 14, 2009 by Keshman Share this post Link to post Share on other sites
tuocs 10 Posted November 28, 2009 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 Share this post Link to post Share on other sites
nuxil 2 Posted November 28, 2009 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... Share this post Link to post Share on other sites
Florklin 10 Posted December 12, 2009 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! Share this post Link to post Share on other sites
nuxil 2 Posted December 13, 2009 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 Share this post Link to post Share on other sites
phxfire 10 Posted December 15, 2009 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! Share this post Link to post Share on other sites
galzohar 31 Posted December 29, 2009 (edited) Download link doesn't seem to work. Edited December 29, 2009 by galzohar Share this post Link to post Share on other sites
Keshman 10 Posted December 29, 2009 galzohar here the working link http://www.armaholic.com/page.php?id=6722 Share this post Link to post Share on other sites
galzohar 31 Posted December 29, 2009 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. Share this post Link to post Share on other sites